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328 lines
14 KiB
328 lines
14 KiB
#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, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020, 2021, 2022, 2023 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 Text/Renderer.h |
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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 "Magnum/configure.h" |
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#ifdef MAGNUM_TARGET_GL |
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#include <string> |
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#include <tuple> |
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#include <vector> |
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#include "Magnum/DimensionTraits.h" |
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#include "Magnum/Math/Range.h" |
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#include "Magnum/GL/Buffer.h" |
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#include "Magnum/GL/Mesh.h" |
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#include "Magnum/Text/Text.h" |
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#include "Magnum/Text/Alignment.h" |
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#include "Magnum/Text/visibility.h" |
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#ifdef CORRADE_TARGET_EMSCRIPTEN |
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#include <Corrade/Containers/Array.h> |
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#endif |
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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 the @ref Renderer class for more |
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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 in points |
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* @param text Text to render |
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* @param alignment Text alignment |
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* |
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* Returns a tuple with vertex positions, texture coordinates, indices |
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* and rectangle spanning the rendered text. Expects that @p font is |
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* present in @p cache and that @p cache isn't an array. |
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*/ |
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static std::tuple<std::vector<Vector2>, std::vector<Vector2>, std::vector<UnsignedInt>, Range2D> render(AbstractFont& font, const AbstractGlyphCache& cache, Float size, const std::string& text, Alignment alignment = Alignment::LineLeft); |
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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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/** |
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* @brief Font size in points |
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* @m_since_latest |
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*/ |
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Float fontSize() const { return _fontSize; } |
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/** @brief Rectangle spanning the rendered text */ |
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Range2D rectangle() const { return _rectangle; } |
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/** @brief Vertex buffer */ |
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GL::Buffer& vertexBuffer() { return _vertexBuffer; } |
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/** @brief Index buffer */ |
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GL::Buffer& indexBuffer() { return _indexBuffer; } |
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/** @brief Mesh */ |
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GL::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, GL::BufferUsage vertexBufferUsage, GL::BufferUsage 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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#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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explicit MAGNUM_TEXT_LOCAL AbstractRenderer(AbstractFont& font, const AbstractGlyphCache& cache, Float size, Alignment alignment); |
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~AbstractRenderer(); |
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GL::Mesh _mesh; |
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GL::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 AbstractGlyphCache& cache; |
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Float _fontSize; |
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Alignment _alignment; |
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UnsignedInt _capacity; |
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Range2D _rectangle; |
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#if defined(MAGNUM_TARGET_GLES2) && !defined(CORRADE_TARGET_EMSCRIPTEN) |
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typedef void*(*BufferMapImplementation)(GL::Buffer&, GLsizeiptr); |
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static MAGNUM_TEXT_LOCAL void* bufferMapImplementationFull(GL::Buffer& buffer, GLsizeiptr length); |
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static MAGNUM_TEXT_LOCAL void* bufferMapImplementationRange(GL::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(GL::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)(GL::Buffer&); |
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static MAGNUM_TEXT_LOCAL void bufferUnmapImplementationDefault(GL::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(GL::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 Text-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 as usual by configuring the shader and drawing the |
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mesh: |
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@snippet MagnumText-gl.cpp Renderer-usage1 |
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See @ref render(AbstractFont&, const AbstractGlyphCache&, Float, const std::string&, Alignment) |
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and @ref render(AbstractFont&, const AbstractGlyphCache&, Float, const std::string&, GL::Buffer&, GL::Buffer&, GL::BufferUsage, Alignment) |
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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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@snippet MagnumText-gl.cpp Renderer-usage2 |
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@subsection Text-Renderer-usage-font-size Font size |
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As mentioned in @ref Text-AbstractFont-usage-font-size "AbstractFont class documentation", |
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the size at which the font is loaded is decoupled from the size at which a |
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concrete text is rendered. In particular, with a concrete projection matrix, |
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the size you pass to either @ref render() or to the @ref Renderer() constructor |
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will always result in the same size of the rendered text, independently of the |
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size the font was loaded in. Size of the loaded font is the size at which the |
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glyphs get prerendered into the glyph cache, affecting visual quality. |
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When rendering the text, there are two common approaches --- either setting up |
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the size to match a global user interface scale, or having the text size |
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proportional to the window size. The first approach results in e.g. a 12 pt |
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font matching a 12 pt font in other applications, and is what's shown in the |
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above snippets. The most straightforward way to achieve that is to set up the |
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projection matrix size to match actual window pixels, such as @ref Platform::Sdl2Application::windowSize() "Platform::*Application::windowSize()". |
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If using the regular @ref GlyphCache, for best visual quality it should be |
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created with the @ref AbstractFont loaded at the same size as the text to be |
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rendered, although often a double supersampling achieves a crisper result. |
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I.e., loading the font with 24 pt, but rendering with 12 pt. See below for |
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@ref Text-Renderer-usage-font-size-dpi "additional considerations for proper DPI awareness". |
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The second approach, with text size being relative to the window size, is for |
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cases where the text is meant to match surrounding art, such as in a game menu. |
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In this case the projection size is usually something arbitrary that doesn't |
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match window pixels, and the text point size then has to be relative to that. |
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For this use case a @ref DistanceFieldGlyphCache is the better match, as it can |
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provide text at different sizes with minimal quality loss. See its |
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documentation for details about picking the right font size and other |
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parameters for best results. |
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@subsection Text-Renderer-usage-font-size-dpi DPI awareness |
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To achieve crisp rendering and/or text size matching other applications on |
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HiDPI displays, additional steps need to be taken. There are two separate |
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concepts for DPI-aware rendering: |
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- Interface size --- size at which the interface elements are positioned on |
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the screen. Often, for simplicity, the interface is using some "virtual |
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units", so a 12 pt font is still a 12 pt font independently of how the |
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interface is scaled compared to actual display properties (for example by |
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setting a global 150% scale in the desktop environment, or by zooming a |
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browser window). The size used by the @ref Renderer should match these |
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virtual units. |
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- Framebuffer size --- how many pixels is actually there. If a 192 DPI |
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display has a 200% interface scale, a 12 pt font would be 32 pixels. But if |
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it only has a 150% scale, all interface elements will be smaller, and a 12 |
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pt font would be only 24 pixels. The size used by the @ref AbstractFont and |
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@ref GlyphCache should be chosen with respect to the actual physical |
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pixels. |
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When using for example @ref Platform::Sdl2Application or other `*Application` |
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implementations, you usually have three values at your disposal --- |
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@ref Platform::Sdl2Application::windowSize() "windowSize()", |
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@ref Platform::Sdl2Application::framebufferSize() "framebufferSize()" and |
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@ref Platform::Sdl2Application::dpiScaling() "dpiScaling()". Their relation is |
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documented thoroughly in @ref Platform-Sdl2Application-dpi, for this particular |
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case a scaled interface size, used instead of window size for the projection, |
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would be calculated like this: |
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@snippet MagnumText-gl.cpp Renderer-dpi-interface-size |
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And a multiplier for the @ref AbstractFont and @ref GlyphCache font size like |
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this. The @ref Renderer keeps using the size without this multiplier. |
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@snippet MagnumText-gl.cpp Renderer-dpi-size-multiplier |
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@section Text-Renderer-required-opengl-functionality Required OpenGL functionality |
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Mutable text rendering requires @gl_extension{ARB,map_buffer_range} on desktop |
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OpenGL (also part of OpenGL ES 3.0). If @gl_extension{EXT,map_buffer_range} is not |
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available in ES 2.0, at least @gl_extension{OES,mapbuffer} must be supported for |
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asynchronous buffer updates. There is no similar extension in WebGL, thus plain |
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(and slow) buffer updates are used there. |
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@see @ref Renderer2D, @ref Renderer3D, @ref AbstractFont, |
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@ref Shaders::VectorGL, @ref Shaders::DistanceFieldVectorGL |
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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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* @param alignment Text alignment |
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* |
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* Returns a mesh prepared for use with @ref Shaders::VectorGL or |
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* @ref Shaders::DistanceFieldVectorGL and a rectangle spanning the |
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* rendered text. Expects that @p font is present in @p cache and that |
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* @p cache isn't an array. |
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*/ |
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static std::tuple<GL::Mesh, Range2D> render(AbstractFont& font, const AbstractGlyphCache& cache, Float size, const std::string& text, GL::Buffer& vertexBuffer, GL::Buffer& indexBuffer, GL::BufferUsage usage, Alignment alignment = Alignment::LineLeft); |
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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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* @param alignment Text alignment |
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*/ |
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explicit Renderer(AbstractFont& font, const AbstractGlyphCache& cache, Float size, Alignment alignment = Alignment::LineLeft); |
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Renderer(AbstractFont&, AbstractGlyphCache&&, Float, Alignment alignment = Alignment::LineLeft) = delete; /**< @overload */ |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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using AbstractRenderer::render; |
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#endif |
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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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#else |
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#error this header is available only in the OpenGL build |
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#endif |
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#endif
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