be77dc8307
Convert all coordinates within the visual tools to Vector2D, which has been significantly extended. Eliminates a lot of issues with accumulated rounding errors and simplifies a lot of code. Modernize the visual tools' interactions with the rest of Aegisub by connecting to signals directly rather than routing everything through the video display and converting the main visual tool mode toolbar to the command system. Extract all references to OpenGL from the visual tools and move them to OpenGLWrapper as a first step towards making it possible to implement an alternative video renderer. In the process, eliminate all uses of OpenGL immediate mode. Fix a bunch of minor issues and general instability. Originally committed to SVN as r5823.
382 lines
9.9 KiB
C++
382 lines
9.9 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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//
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// $Id$
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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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/// @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(int x,int 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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size_t len = text.Length();
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lineHeight = 0;
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int dx=x,dy=y;
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for (size_t i=0;i<len;i++) {
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int curChar = text[i];
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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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size_t len = text.Length();
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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 (size_t i=0;i<len;i++) {
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// Get current character
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int curChar = text[i];
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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 (unsigned int i=0;i<textures.size();i++) {
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if (textures[i]->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::tr1::shared_ptr<OpenGLTextTexture>(new OpenGLTextTexture(glyph)));
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}
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return glyph;
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}
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/// @brief Texture constructor
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/// @param w
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/// @param h
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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,NULL);
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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(int x,int 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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, 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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