forked from mia/Aegisub
381 lines
9.8 KiB
C++
381 lines
9.8 KiB
C++
// Copyright (c) 2007, Rodrigo Braz Monteiro
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// * Neither the name of the Aegisub Group nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// Aegisub Project http://www.aegisub.org/
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/// @file gl_text.cpp
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/// @brief Create and render text using OpenGL
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/// @ingroup video_output
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///
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#include "config.h"
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#ifndef AGI_PRE
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#include <wx/bitmap.h>
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#include <wx/dcmemory.h>
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#include <wx/image.h>
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#include <algorithm>
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#endif
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#include "gl_text.h"
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#include "utils.h"
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#ifdef HAVE_OPENGL_GL_H
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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/// @class OpenGLTextGlyph
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/// @brief Struct storing the information needed to draw a glyph
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struct OpenGLTextGlyph {
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wxString str; ///< String containing the glyph(s) this is for
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int tex; ///< OpenGL texture to draw for this glyph
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float x1; ///< Left x coordinate of this glyph in the containing texture
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float x2; ///< Right x coordinate of this glyph in the containing texture
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float y1; ///< Left y coordinate of this glyph in the containing texture
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float y2; ///< Right y coordinate of this glyph in the containing texture
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int w; ///< Width of the glyph in pixels
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int h; ///< Height of the glyph in pixels
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wxFont font; ///< Font used for this glyph
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OpenGLTextGlyph(int value, wxFont const& font);
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void Draw(float x, float y) const;
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};
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/// @class OpenGLTextTexture
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/// @brief OpenGL texture which stores one or more glyphs as sprites
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class OpenGLTextTexture {
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int x; ///< Next x coordinate at which a glyph can be inserted
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int y; ///< Next y coordinate at which a glyph can be inserted
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int nextY; ///< Y coordinate of the next line; tracked due to that lines
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///< are only as tall as needed to fit the glyphs in them
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int width; ///< Width of the texture
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int height; ///< Height of the texture
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GLuint tex; ///< The texture
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/// Insert the glyph into this texture at the current coordinates
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void Insert(OpenGLTextGlyph &glyph);
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public:
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/// @brief Try to insert a glyph into this texture
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/// @param[in][out] glyph Texture to insert
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/// @return Was the texture successfully added?
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bool TryToInsert(OpenGLTextGlyph &glyph);
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OpenGLTextTexture(OpenGLTextGlyph &glyph);
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~OpenGLTextTexture();
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};
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OpenGLText::OpenGLText()
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: r(1.f)
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, g(1.f)
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, b(1.f)
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, a(1.f)
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, lineHeight(0)
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, fontSize(0)
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, fontBold(false)
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, fontItalics(false)
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{
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}
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OpenGLText::~OpenGLText() {
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}
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void OpenGLText::SetFont(wxString face,int size,bool bold,bool italics) {
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// No change required
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if (size == fontSize && face == fontFace && bold == fontBold && italics == fontItalics) return;
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// Set font
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fontFace = face;
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fontSize = size;
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fontBold = bold;
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fontItalics = italics;
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font.SetFaceName(fontFace);
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font.SetPointSize(size);
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font.SetWeight(bold ? wxFONTWEIGHT_BOLD : wxFONTWEIGHT_NORMAL);
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// Delete all old data
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textures.clear();
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glyphs.clear();
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}
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void OpenGLText::SetColour(wxColour col,float alpha) {
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r = col.Red() / 255.f;
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g = col.Green() / 255.f;
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b = col.Blue() / 255.f;
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a = alpha;
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}
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void OpenGLText::Print(const wxString &text,int x,int y) {
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glEnable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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// Draw border
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glColor4f(0.0f,0.0f,0.0f,1.0f);
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DrawString(text,x-1,y);
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DrawString(text,x+1,y);
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DrawString(text,x,y-1);
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DrawString(text,x,y+1);
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// Draw primary string
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glColor4f(r,g,b,a);
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DrawString(text,x,y);
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// Disable blend
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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}
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void OpenGLText::DrawString(const wxString &text,int x,int y) {
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lineHeight = 0;
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int dx=x,dy=y;
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for (int curChar : text) {
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// Handle carriage returns
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if (curChar == '\n') {
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dx = x;
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dy += lineHeight;
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}
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// Handle normal glyphs
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else {
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OpenGLTextGlyph const& glyph = GetGlyph(curChar);
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glyph.Draw(dx,dy);
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dx += glyph.w;
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if (glyph.h > lineHeight) lineHeight = glyph.h;
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}
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}
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}
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void OpenGLText::GetExtent(wxString const& text, int &w, int &h) {
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lineHeight = 0;
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int dx=0,dy=0;
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w = 0;
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h = 0;
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// Simulate drawing of string
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for (int curChar : text) {
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// Handle carriage returns
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if (curChar == '\n') {
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if (dx > w) w = dx;
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dx = 0;
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dy += lineHeight;
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lineHeight = 0;
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}
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// Handle normal glyphs
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else {
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OpenGLTextGlyph const& glyph = GetGlyph(curChar);
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dx += glyph.w;
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if (glyph.h > lineHeight) lineHeight = glyph.h;
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}
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}
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// Return results
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if (dx > w) w = dx;
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h = dy+lineHeight;
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}
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OpenGLTextGlyph const& OpenGLText::GetGlyph(int i) {
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glyphMap::iterator res = glyphs.find(i);
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if (res != glyphs.end()) return res->second;
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return CreateGlyph(i);
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}
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OpenGLTextGlyph const& OpenGLText::CreateGlyph(int n) {
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OpenGLTextGlyph &glyph = glyphs.insert(std::make_pair(n, OpenGLTextGlyph(n, font))).first->second;
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// Insert into some texture
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bool ok = false;
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for (auto texture : textures) {
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if (texture->TryToInsert(glyph)) {
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ok = true;
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break;
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}
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}
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// No texture could fit it, create a new one
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if (!ok) {
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textures.push_back(std::shared_ptr<OpenGLTextTexture>(new OpenGLTextTexture(glyph)));
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}
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return glyph;
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}
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OpenGLTextTexture::OpenGLTextTexture(OpenGLTextGlyph &glyph) {
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x = y = nextY = 0;
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width = std::max(SmallestPowerOf2(glyph.w), 64);
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height = std::max(SmallestPowerOf2(glyph.h), 64);
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width = height = std::max(width, height);
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tex = 0;
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// Generate and bind
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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// Texture parameters
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
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// Allocate texture
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,width,height,0,GL_ALPHA,GL_UNSIGNED_BYTE,nullptr);
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if (glGetError()) throw "Internal OpenGL text renderer error: Could not allocate Text Texture";
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TryToInsert(glyph);
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}
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OpenGLTextTexture::~OpenGLTextTexture() {
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if (tex) glDeleteTextures(1, &tex);
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}
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/// @brief Can fit a glyph in it?
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/// @param glyph
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/// @return
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bool OpenGLTextTexture::TryToInsert(OpenGLTextGlyph &glyph) {
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int w = glyph.w;
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int h = glyph.h;
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if (w > width) return false;
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if (y+h > height) return false;
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// Can fit in this row?
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if (x + w < width) {
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Insert(glyph);
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x += w;
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if (y+h > nextY) nextY = y+h;
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return true;
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}
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// Can fit the next row?
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else {
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if (nextY+h > height) return false;
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x = 0;
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y = nextY;
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Insert(glyph);
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x += w;
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nextY = y+h;
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return true;
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}
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}
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/// @brief Insert
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/// @param glyph
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void OpenGLTextTexture::Insert(OpenGLTextGlyph &glyph) {
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int w = glyph.w;
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int h = glyph.h;
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// Fill glyph structure
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glyph.x1 = float(x)/width;
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glyph.y1 = float(y)/height;
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glyph.x2 = float(x+w)/width;
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glyph.y2 = float(y+h)/height;
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glyph.tex = tex;
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// Create bitmap and bind it to a DC
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wxBitmap bmp(w + (w & 1), h + (h & 1),24);
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wxMemoryDC dc(bmp);
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// Draw text and convert to image
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dc.SetBackground(wxBrush(wxColour(0,0,0)));
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dc.Clear();
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dc.SetFont(glyph.font);
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dc.SetTextForeground(wxColour(255,255,255));
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dc.DrawText(glyph.str,0,0);
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wxImage img = bmp.ConvertToImage();
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// Convert to alpha
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int imgw = img.GetWidth();
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int imgh = img.GetHeight();
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size_t len = imgw*imgh;
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const unsigned char *src = img.GetData();
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const unsigned char *read = src;
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std::vector<unsigned char> alpha(len * 2, 255);
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unsigned char *write = &alpha[1];
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for (size_t i=0;i<len;i++) {
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*write = *read;
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write += 2;
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read += 3;
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}
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// Upload image to video memory
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexSubImage2D(GL_TEXTURE_2D,0,x,y,imgw,imgh,GL_LUMINANCE_ALPHA,GL_UNSIGNED_BYTE,&alpha[0]);
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if (glGetError()) throw "Internal OpenGL text renderer error: Error uploading glyph data to video memory.";
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}
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/// Draw a glyph at (x,y)
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void OpenGLTextGlyph::Draw(float x, float y) const {
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glBindTexture(GL_TEXTURE_2D, tex);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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float tex_coords[] = {
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x1, y1,
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x1, y2,
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x2, y2,
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x2, y1
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};
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float vert_coords[] = {
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x, y,
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x, y + h,
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x + w, y + h,
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x + w, y
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};
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glVertexPointer(2, GL_FLOAT, 0, vert_coords);
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glTexCoordPointer(2, GL_FLOAT, 0, tex_coords);
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glDrawArrays(GL_QUADS, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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/// @brief DOCME
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OpenGLTextGlyph::OpenGLTextGlyph(int value, wxFont const& font)
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: str(wxChar(value))
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, tex(0)
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, x1(0)
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, x2(0)
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, y1(0)
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, y2(0)
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, font(font)
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{
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wxCoord desc,lead;
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wxBitmap tempBmp(32, 32, 24);
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wxMemoryDC dc(tempBmp);
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dc.SetFont(font);
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dc.GetTextExtent(str,&w,&h,&desc,&lead);
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}
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