/** * Copyright (c) 2006-2015 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #include "Text.h" #include "common/Matrix.h" #include namespace love { namespace graphics { namespace opengl { Text::Text(Font *font, const std::string &text) : font(font) , vbo(nullptr) , text_info() , vert_offset(0) , texture_cache_id((uint32) -1) { set(text); } Text::~Text() { delete vbo; } void Text::uploadVertices(const std::vector &vertices, size_t vertoffset) { size_t offset = vertoffset * sizeof(Font::GlyphVertex); size_t datasize = vertices.size() * sizeof(Font::GlyphVertex); uint8 *vbodata = nullptr; // If we haven't created a VBO or the vertices are too big, make a new one. if (datasize > 0 && (!vbo || (offset + datasize) > vbo->getSize())) { // Make it bigger than necessary to reduce potential future allocations. size_t newsize = size_t((offset + datasize) * 1.5); if (vbo != nullptr) newsize = std::max(size_t(vbo->getSize() * 1.5), newsize); GLBuffer *new_vbo = GLBuffer::Create(newsize, GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW); if (vbo != nullptr) { try { GLBuffer::Bind bind(*vbo); vbodata = (uint8 *) vbo->map(); } catch (love::Exception &) { delete new_vbo; throw; } GLBuffer::Bind bind(*new_vbo); new_vbo->fill(0, vbo->getSize(), vbodata); } delete vbo; vbo = new_vbo; } if (vbo != nullptr) { GLBuffer::Bind bind(*vbo); vbodata = (uint8 *) vbo->map(); memcpy(vbodata + offset, &vertices[0], datasize); // We unmap when we draw, to avoid unnecessary full map()/unmap() calls. } } void Text::regenerateVertices() { // If the font's texture cache was invalidated then we need to recreate the // text's vertices, since glyph texcoords might have changed. if (font->getTextureCacheID() != texture_cache_id) { std::vector textdata = text_data; clear(); for (const TextData &t : textdata) addTextData(t); texture_cache_id = font->getTextureCacheID(); } } void Text::addTextData(const TextData &t) { std::vector vertices; std::vector new_commands; // We only have formatted text if the align mode is valid. if (t.align == Font::ALIGN_MAX_ENUM) new_commands = font->generateVertices(t.text, vertices, 0.0f, Vector(0.0f, 0.0f), &text_info); else new_commands = font->generateVerticesFormatted(t.text, t.wrap, t.align, vertices, &text_info); if (t.use_matrix) t.matrix.transform(&vertices[0], &vertices[0], (int) vertices.size()); size_t voffset = vert_offset; if (!t.append_vertices) { voffset = 0; draw_commands.clear(); } uploadVertices(vertices, voffset); if (!new_commands.empty()) { // The start vertex should be adjusted to account for the vertex offset. for (Font::DrawCommand &cmd : new_commands) cmd.startvertex += (int) voffset; auto firstcmd = new_commands.begin(); // If the first draw command in the new list has the same texture as the // last one in the existing list we're building and its vertices are // in-order, we can combine them (saving a draw call.) if (!draw_commands.empty()) { auto prevcmd = draw_commands.back(); if (prevcmd.texture == firstcmd->texture && (prevcmd.startvertex + prevcmd.vertexcount) == firstcmd->startvertex) { draw_commands.back().vertexcount += firstcmd->vertexcount; ++firstcmd; } } // Append the new draw commands to the list we're building. draw_commands.insert(draw_commands.end(), firstcmd, new_commands.end()); } vert_offset = voffset + vertices.size(); text_data.push_back(t); // Font::generateVertices can invalidate the font's texture cache. if (font->getTextureCacheID() != texture_cache_id) regenerateVertices(); } void Text::set(const std::string &text) { if (text.empty()) return set(); addTextData({text, -1.0f, Font::ALIGN_MAX_ENUM, false, false, Matrix()}); } void Text::set(const std::string &text, float wrap, Font::AlignMode align) { if (text.empty()) return set(); addTextData({text, wrap, align, false, false, Matrix()}); } void Text::set() { clear(); } void Text::add(const std::string &text, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) { if (text.empty()) return; Matrix m; m.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky); addTextData({text, -1.0f, Font::ALIGN_MAX_ENUM, true, true, m}); } void Text::addf(const std::string &text, float wrap, Font::AlignMode align, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) { if (text.empty()) return; Matrix m; m.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky); addTextData({text, wrap, align, true, true, m}); } void Text::clear() { text_data.clear(); draw_commands.clear(); texture_cache_id = font->getTextureCacheID(); text_info = {}; vert_offset = 0; } void Text::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) { if (vbo == nullptr || draw_commands.empty()) return; // Re-generate the text if the Font's texture cache was invalidated. if (font->getTextureCacheID() != texture_cache_id) regenerateVertices(); const size_t pos_offset = offsetof(Font::GlyphVertex, x); const size_t tex_offset = offsetof(Font::GlyphVertex, s); const size_t stride = sizeof(Font::GlyphVertex); Matrix t; t.setTransformation(ceilf(x), ceilf(y), angle, sx, sy, ox, oy, kx, ky); OpenGL::TempTransform transform(gl); transform.get() *= t; { GLBuffer::Bind bind(*vbo); vbo->unmap(); // Make sure all pending data is flushed to the GPU. // Font::drawVertices expects AttribPointer calls to be done already. glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, vbo->getPointer(pos_offset)); glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, vbo->getPointer(tex_offset)); } glEnableVertexAttribArray(ATTRIB_POS); glEnableVertexAttribArray(ATTRIB_TEXCOORD); try { font->drawVertices(draw_commands); } catch (love::Exception &) { glDisableVertexAttribArray(ATTRIB_TEXCOORD); glDisableVertexAttribArray(ATTRIB_POS); throw; } glDisableVertexAttribArray(ATTRIB_TEXCOORD); glDisableVertexAttribArray(ATTRIB_POS); } Font *Text::getFont() const { return font.get(); } int Text::getWidth() const { return text_info.width; } int Text::getHeight() const { return text_info.height; } } // opengl } // graphics } // love