Make OpenGLTextTexture moveable so that it doesn't need to be in a shared_ptr
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0b133de08f
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6e153ed7d9
2 changed files with 166 additions and 183 deletions
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@ -34,13 +34,14 @@
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#include "config.h"
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#include "gl_text.h"
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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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#include <boost/noncopyable.hpp>
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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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@ -49,6 +50,7 @@
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#include <GL/gl.h>
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#endif
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namespace {
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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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@ -62,14 +64,54 @@ struct OpenGLTextGlyph {
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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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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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void 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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};
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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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class OpenGLTextTexture : boost::noncopyable {
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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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@ -79,18 +121,110 @@ class OpenGLTextTexture {
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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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void 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(*wxBLACK_BRUSH);
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dc.Clear();
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dc.SetFont(glyph.font);
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dc.SetTextForeground(*wxWHITE);
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dc.DrawText(glyph.str, 0, 0);
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// Convert RGB24 to Luminance + Alpha by using an arbitrary channel as A
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wxImage img = bmp.ConvertToImage();
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int imgw = img.GetWidth();
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int imgh = img.GetHeight();
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std::vector<unsigned char> alpha(imgw * imgh * 2, 255);
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const unsigned char *read = img.GetData();
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for (size_t write = 1; write < alpha.size(); write += 2, read += 3)
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alpha[write] = *read;
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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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public:
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OpenGLTextTexture(OpenGLTextGlyph &glyph)
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: x(0)
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, y(0)
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, 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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, tex(0)
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{
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width = height = std::max(width, height);
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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&& rhs)
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: x(rhs.x)
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, y(rhs.y)
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, nextY(rhs.nextY)
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, width(rhs.width)
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, height(rhs.height)
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, tex(rhs.tex)
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{
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rhs.tex = 0;
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}
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~OpenGLTextTexture() {
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if (tex) glDeleteTextures(1, &tex);
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}
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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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bool TryToInsert(OpenGLTextGlyph &glyph) {
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if (glyph.w > width) return false;
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if (y + glyph.h > height) return false;
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OpenGLTextTexture(OpenGLTextGlyph &glyph);
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~OpenGLTextTexture();
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// Can fit in this row?
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if (x + glyph.w < width) {
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Insert(glyph);
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x += glyph.w;
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nextY = std::max(nextY, y + glyph.h);
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return true;
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}
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// Can fit the next row?
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if (nextY + glyph.h > height) return false;
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x = 0;
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y = nextY;
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return TryToInsert(glyph);
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}
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};
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}
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OpenGLText::OpenGLText()
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: r(1.f)
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@ -214,165 +348,12 @@ 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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for (auto& texture : textures) {
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if (texture.TryToInsert(glyph))
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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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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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// No texture could fit it, create a new one
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textures.emplace_back(glyph);
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return glyph;
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}
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@ -40,8 +40,10 @@
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#include <wx/colour.h>
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#include <wx/font.h>
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namespace {
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struct OpenGLTextGlyph;
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class OpenGLTextTexture;
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}
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typedef boost::container::map<int,OpenGLTextGlyph> glyphMap;
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@ -57,7 +59,7 @@ class OpenGLText {
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glyphMap glyphs;
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std::vector<std::shared_ptr<OpenGLTextTexture> > textures;
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std::vector<OpenGLTextTexture> textures;
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OpenGLText(OpenGLText const&);
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OpenGLText& operator=(OpenGLText const&);
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