// Copyright (c) 2007, Rodrigo Braz Monteiro // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // * Redistributions of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // * Neither the name of the Aegisub Group nor the names of its contributors // may be used to endorse or promote products derived from this software // without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE // ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE // LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF // SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS // INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN // CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) // ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE // POSSIBILITY OF SUCH DAMAGE. // // Aegisub Project http://www.aegisub.org/ // // $Id$ /// @file gl_text.cpp /// @brief Create and render text using OpenGL /// @ingroup video_output /// #include "config.h" #ifndef AGI_PRE #include #include #include #include #endif #include "gl_text.h" #include "utils.h" #undef max /// @class OpenGLTextGlyph /// @brief Struct storing the information needed to draw a glyph struct OpenGLTextGlyph { wxString str; ///< String containing the glyph(s) this is for int tex; ///< OpenGL texture to draw for this glyph float x1; ///< Left x coordinate of this glyph in the containing texture float x2; ///< Right x coordinate of this glyph in the containing texture float y1; ///< Left y coordinate of this glyph in the containing texture float y2; ///< Right y coordinate of this glyph in the containing texture int w; ///< Width of the glyph in pixels int h; ///< Height of the glyph in pixels wxFont font; ///< Font used for this glyph OpenGLTextGlyph(int value, wxFont const& font); void Draw(int x,int y) const; }; /// @class OpenGLTextTexture /// @brief OpenGL texture which stores one or more glyphs as sprites class OpenGLTextTexture { int x; ///< Next x coordinate at which a glyph can be inserted int y; ///< Next y coordinate at which a glyph can be inserted int nextY; ///< Y coordinate of the next line; tracked due to that lines ///< are only as tall as needed to fit the glyphs in them int width; ///< Width of the texture int height; ///< Height of the texture GLuint tex; ///< The texture /// Insert the glyph into this texture at the current coordinates void Insert(OpenGLTextGlyph &glyph); public: /// @brief Try to insert a glyph into this texture /// @param[in][out] glyph Texture to insert /// @return Was the texture successfully added? bool TryToInsert(OpenGLTextGlyph &glyph); OpenGLTextTexture(OpenGLTextGlyph &glyph); ~OpenGLTextTexture(); }; OpenGLText::OpenGLText() : r(1.f) , g(1.f) , b(1.f) , a(1.f) , lineHeight(0) , fontSize(0) , fontBold(false) , fontItalics(false) { } OpenGLText::~OpenGLText() { } void OpenGLText::SetFont(wxString face,int size,bool bold,bool italics) { // No change required if (size == fontSize && face == fontFace && bold == fontBold && italics == fontItalics) return; // Set font fontFace = face; fontSize = size; fontBold = bold; fontItalics = italics; font.SetFaceName(fontFace); font.SetPointSize(size); font.SetWeight(bold ? wxFONTWEIGHT_BOLD : wxFONTWEIGHT_NORMAL); // Delete all old data textures.clear(); glyphs.clear(); } void OpenGLText::SetColour(wxColour col,float alpha) { r = col.Red() / 255.f; g = col.Green() / 255.f; b = col.Blue() / 255.f; a = alpha; } void OpenGLText::Print(const wxString &text,int x,int y) { glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Draw border glColor4f(0.0f,0.0f,0.0f,1.0f); DrawString(text,x-1,y); DrawString(text,x+1,y); DrawString(text,x,y-1); DrawString(text,x,y+1); // Draw primary string glColor4f(r,g,b,a); DrawString(text,x,y); // Disable blend glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); } void OpenGLText::DrawString(const wxString &text,int x,int y) { size_t len = text.Length(); lineHeight = 0; int dx=x,dy=y; for (size_t i=0;i lineHeight) lineHeight = glyph.h; } } } void OpenGLText::GetExtent(wxString const& text, int &w, int &h) { size_t len = text.Length(); lineHeight = 0; int dx=0,dy=0; w = 0; h = 0; // Simulate drawing of string for (size_t i=0;i w) w = dx; dx = 0; dy += lineHeight; lineHeight = 0; } // Handle normal glyphs else { OpenGLTextGlyph const& glyph = GetGlyph(curChar); dx += glyph.w; if (glyph.h > lineHeight) lineHeight = glyph.h; } } // Return results if (dx > w) w = dx; h = dy+lineHeight; } OpenGLTextGlyph const& OpenGLText::GetGlyph(int i) { glyphMap::iterator res = glyphs.find(i); if (res != glyphs.end()) return res->second; return CreateGlyph(i); } OpenGLTextGlyph const& OpenGLText::CreateGlyph(int n) { OpenGLTextGlyph &glyph = glyphs.insert(std::make_pair(n, OpenGLTextGlyph(n, font))).first->second; // Insert into some texture bool ok = false; for (unsigned int i=0;iTryToInsert(glyph)) { ok = true; break; } } // No texture could fit it, create a new one if (!ok) { textures.push_back(std::tr1::shared_ptr(new OpenGLTextTexture(glyph))); } return glyph; } /// @brief Texture constructor /// @param w /// @param h OpenGLTextTexture::OpenGLTextTexture(OpenGLTextGlyph &glyph) { x = y = nextY = 0; width = std::max(SmallestPowerOf2(glyph.w), 64); height = std::max(SmallestPowerOf2(glyph.h), 64); width = height = std::max(width, height); tex = 0; // Generate and bind glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); // Texture parameters glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP); // Allocate texture glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,width,height,0,GL_ALPHA,GL_UNSIGNED_BYTE,NULL); if (glGetError()) throw _T("Internal OpenGL text renderer error: Could not allocate Text Texture"); TryToInsert(glyph); } OpenGLTextTexture::~OpenGLTextTexture() { if (tex) glDeleteTextures(1, &tex); } /// @brief Can fit a glyph in it? /// @param glyph /// @return bool OpenGLTextTexture::TryToInsert(OpenGLTextGlyph &glyph) { int w = glyph.w; int h = glyph.h; if (w > width) return false; if (y+h > height) return false; // Can fit in this row? if (x + w < width) { Insert(glyph); x += w; if (y+h > nextY) nextY = y+h; return true; } // Can fit the next row? else { if (nextY+h > height) return false; x = 0; y = nextY; nextY = y+h; Insert(glyph); return true; } } /// @brief Insert /// @param glyph void OpenGLTextTexture::Insert(OpenGLTextGlyph &glyph) { int w = glyph.w; int h = glyph.h; // Fill glyph structure glyph.x1 = float(x)/width; glyph.y1 = float(y)/height; glyph.x2 = float(x+w)/width; glyph.y2 = float(y+h)/height; glyph.tex = tex; // Create bitmap and bind it to a DC wxBitmap bmp(w + (w & 1), h + (h & 1),24); wxMemoryDC dc(bmp); // Draw text and convert to image dc.SetBackground(wxBrush(wxColour(0,0,0))); dc.Clear(); dc.SetFont(glyph.font); dc.SetTextForeground(wxColour(255,255,255)); dc.DrawText(glyph.str,0,0); wxImage img = bmp.ConvertToImage(); // Convert to alpha int imgw = img.GetWidth(); int imgh = img.GetHeight(); size_t len = imgw*imgh; const unsigned char *src = img.GetData(); const unsigned char *read = src; std::vector alpha(len * 2, 255); unsigned char *write = &alpha[1]; for (size_t i=0;i