Aegisub/aegisub/src/gl_text.cpp
Thomas Goyne be77dc8307 Mostly rewrite the visual tools and related classes
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.
2011-11-06 17:18:20 +00:00

382 lines
9.9 KiB
C++

// 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 <wx/bitmap.h>
#include <wx/dcmemory.h>
#include <wx/image.h>
#include <algorithm>
#endif
#include "gl_text.h"
#include "utils.h"
/// @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<len;i++) {
int curChar = text[i];
// Handle carriage returns
if (curChar == '\n') {
dx = x;
dy += lineHeight;
}
// Handle normal glyphs
else {
OpenGLTextGlyph const& glyph = GetGlyph(curChar);
glyph.Draw(dx,dy);
dx += glyph.w;
if (glyph.h > 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<len;i++) {
// Get current character
int curChar = text[i];
// Handle carriage returns
if (curChar == '\n') {
if (dx > 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;i<textures.size();i++) {
if (textures[i]->TryToInsert(glyph)) {
ok = true;
break;
}
}
// No texture could fit it, create a new one
if (!ok) {
textures.push_back(std::tr1::shared_ptr<OpenGLTextTexture>(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 "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;
Insert(glyph);
x += w;
nextY = y+h;
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<unsigned char> alpha(len * 2, 255);
unsigned char *write = &alpha[1];
for (size_t i=0;i<len;i++) {
*write = *read;
write += 2;
read += 3;
}
// Upload image to video memory
glBindTexture(GL_TEXTURE_2D, tex);
glTexSubImage2D(GL_TEXTURE_2D,0,x,y,imgw,imgh,GL_LUMINANCE_ALPHA,GL_UNSIGNED_BYTE,&alpha[0]);
if (glGetError()) throw "Internal OpenGL text renderer error: Error uploading glyph data to video memory.";
}
/// Draw a glyph at (x,y)
void OpenGLTextGlyph::Draw(int x,int y) const {
glBindTexture(GL_TEXTURE_2D, tex);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
float tex_coords[] = {
x1, y1,
x1, y2,
x2, y2,
x2, y1
};
float vert_coords[] = {
x, y,
x, y + h,
x + w, y + h,
x + w, y
};
glVertexPointer(2, GL_FLOAT, 0, vert_coords);
glTexCoordPointer(2, GL_FLOAT, 0, tex_coords);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
/// @brief DOCME
OpenGLTextGlyph::OpenGLTextGlyph(int value, wxFont const& font)
: str(wxChar(value))
, font(font)
{
wxCoord desc,lead;
wxBitmap tempBmp(32, 32, 24);
wxMemoryDC dc(tempBmp);
dc.SetFont(font);
dc.GetTextExtent(str,&w,&h,&desc,&lead);
}