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occt/src/OpenGl/OpenGl_TextBuilder.cxx
isk 317d68c924 0026361: Visualization - move OpenGl_TextFormatter to Font_TextFormatter
for usage without OpenGL.
Split OpenGl_TextFormatter into Font_TextFormatter and OpenGl_TextBuilder.
Font_TextFormatter can format a text independetly of OpenGl now.
OpenGl_TextBuilder generates primitive array required for rendering text
using OpenGl_Font instance.
2015-07-29 13:37:23 +03:00

222 lines
8.5 KiB
C++

// Created on: 2015-06-18
// Created by: Ilya SEVRIKOV
// Copyright (c) 2015 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <OpenGl_TextBuilder.hxx>
#include <OpenGl_VertexBufferCompat.hxx>
namespace
{
//! Apply floor to vector components.
//! @param theVec - vector to change (by reference!)
//! @return modified vector
inline OpenGl_Vec2& floor (OpenGl_Vec2& theVec)
{
theVec.x() = std::floor (theVec.x());
theVec.y() = std::floor (theVec.y());
return theVec;
}
}
// =======================================================================
// function : OpenGl_TextBuilder
// purpose :
// =======================================================================
OpenGl_TextBuilder::OpenGl_TextBuilder()
{
//
}
// =======================================================================
// function : createGlyphs
// purpose :
// =======================================================================
void OpenGl_TextBuilder::createGlyphs (const Font_TextFormatter& theFormatter,
const Handle(OpenGl_Context)& theCtx,
OpenGl_Font& theFont,
NCollection_Vector<GLuint>& theTextures,
NCollection_Vector<NCollection_Handle<NCollection_Vector<OpenGl_Vec2> > >& theVertsPerTexture,
NCollection_Vector<NCollection_Handle<NCollection_Vector<OpenGl_Vec2> > >& theTCrdsPerTexture)
{
OpenGl_Vec2 aVec (0.0f, 0.0f);
theTextures.Clear();
theVertsPerTexture.Clear();
theTCrdsPerTexture.Clear();
OpenGl_Font::Tile aTile = {};
OpenGl_Vec2 aPen (0.0f, 0.0f);
Standard_Integer aRectsNb = 0;
Standard_Integer aSymbolsCounter = 0;
for (NCollection_Utf8Iter anIter = theFormatter.String().Iterator(); *anIter != 0;)
{
const Standard_Utf32Char aCharThis = *anIter;
const Standard_Utf32Char aCharNext = *++anIter;
if (aCharThis == '\x0D' // CR (carriage return)
|| aCharThis == '\a' // BEL (alarm)
|| aCharThis == '\f' // FF (form feed) NP (new page)
|| aCharThis == '\b' // BS (backspace)
|| aCharThis == '\v') // VT (vertical tab)
{
continue; // skip unsupported carriage control codes
}
else if (aCharThis == '\x0A') // LF (line feed, new line)
{
aSymbolsCounter = 0;
continue; // will be processed on second pass
}
else if (aCharThis == ' ')
{
++aSymbolsCounter;
aPen.x() += theFont.AdvanceX (' ', aCharNext);
continue;
}
else if (aCharThis == '\t')
{
const Standard_Integer aSpacesNum = (theFormatter.TabSize() - (aSymbolsCounter - 1) % theFormatter.TabSize());
aPen.x() += theFont.AdvanceX (' ', aCharNext) * Standard_ShortReal(aSpacesNum);
aSymbolsCounter += aSpacesNum;
continue;
}
++aSymbolsCounter;
theFont.RenderGlyph (theCtx, aCharThis, aTile);
const OpenGl_Vec2& aTopLeft = theFormatter.TopLeft (aRectsNb);
aTile.px.Right += aTopLeft.x();
aTile.px.Left += aTopLeft.x();
aTile.px.Bottom += aTopLeft.y();
aTile.px.Top += aTopLeft.y();
const Font_FTFont::Rect& aRectUV = aTile.uv;
const GLuint aTexture = aTile.texture;
Standard_Integer aListId = 0;
for (aListId = 0; aListId < theTextures.Length(); ++aListId)
{
if (theTextures.Value (aListId) == aTexture)
{
break;
}
}
if (aListId >= theTextures.Length())
{
theTextures.Append (aTexture);
theVertsPerTexture.Append (new NCollection_Vector<OpenGl_Vec2>());
theTCrdsPerTexture.Append (new NCollection_Vector<OpenGl_Vec2>());
}
NCollection_Vector<OpenGl_Vec2>& aVerts = *theVertsPerTexture.ChangeValue (aListId);
NCollection_Vector<OpenGl_Vec2>& aTCrds = *theTCrdsPerTexture.ChangeValue (aListId);
// apply floor on position to avoid blurring issues
// due to cross-pixel coordinates
aVerts.Append (floor(aTile.px.TopRight (aVec)));
aVerts.Append (floor(aTile.px.TopLeft (aVec)));
aVerts.Append (floor(aTile.px.BottomLeft (aVec)));
aTCrds.Append (aRectUV.TopRight (aVec));
aTCrds.Append (aRectUV.TopLeft (aVec));
aTCrds.Append (aRectUV.BottomLeft (aVec));
aVerts.Append (floor(aTile.px.BottomRight (aVec)));
aVerts.Append (floor(aTile.px.TopRight (aVec)));
aVerts.Append (floor(aTile.px.BottomLeft (aVec)));
aTCrds.Append (aRectUV.BottomRight (aVec));
aTCrds.Append (aRectUV.TopRight (aVec));
aTCrds.Append (aRectUV.BottomLeft (aVec));
++aRectsNb;
}
}
// =======================================================================
// function : CreateTextures
// purpose :
// =======================================================================
void OpenGl_TextBuilder::Perform (const Font_TextFormatter& theFormatter,
const Handle(OpenGl_Context)& theCtx,
OpenGl_Font& theFont,
NCollection_Vector<GLuint>& theTextures,
NCollection_Vector<Handle(OpenGl_VertexBuffer)>& theVertsPerTexture,
NCollection_Vector<Handle(OpenGl_VertexBuffer)>& theTCrdsPerTexture)
{
NCollection_Vector< NCollection_Handle <NCollection_Vector <OpenGl_Vec2> > > aVertsPerTexture;
NCollection_Vector< NCollection_Handle <NCollection_Vector <OpenGl_Vec2> > > aTCrdsPerTexture;
createGlyphs (theFormatter, theCtx, theFont, theTextures, aVertsPerTexture, aTCrdsPerTexture);
if (theVertsPerTexture.Length() != theTextures.Length())
{
for (Standard_Integer aTextureIter = 0; aTextureIter < theVertsPerTexture.Length(); ++aTextureIter)
{
theVertsPerTexture.Value (aTextureIter)->Release (theCtx.operator->());
theTCrdsPerTexture.Value (aTextureIter)->Release (theCtx.operator->());
}
theVertsPerTexture.Clear();
theTCrdsPerTexture.Clear();
const bool isNormalMode = theCtx->ToUseVbo();
Handle(OpenGl_VertexBuffer) aVertsVbo, aTcrdsVbo;
while (theVertsPerTexture.Length() < theTextures.Length())
{
if (isNormalMode)
{
aVertsVbo = new OpenGl_VertexBuffer();
aTcrdsVbo = new OpenGl_VertexBuffer();
}
else
{
aVertsVbo = new OpenGl_VertexBufferCompat();
aTcrdsVbo = new OpenGl_VertexBufferCompat();
}
theVertsPerTexture.Append (aVertsVbo);
theTCrdsPerTexture.Append (aTcrdsVbo);
aVertsVbo->Create (theCtx);
aTcrdsVbo->Create (theCtx);
}
}
for (Standard_Integer aTextureIter = 0; aTextureIter < theTextures.Length(); ++aTextureIter)
{
const NCollection_Vector<OpenGl_Vec2>& aVerts = *aVertsPerTexture.Value (aTextureIter);
Handle(OpenGl_VertexBuffer)& aVertsVbo = theVertsPerTexture.ChangeValue (aTextureIter);
if (!aVertsVbo->Init (theCtx, 2, aVerts.Length(), (GLfloat* )NULL)
|| !myVboEditor.Init (theCtx, aVertsVbo))
{
continue;
}
for (Standard_Integer aVertIter = 0; aVertIter < aVerts.Length(); ++aVertIter, myVboEditor.Next())
{
myVboEditor.Value() = aVerts.Value (aVertIter);
}
myVboEditor.Flush();
const NCollection_Vector<OpenGl_Vec2>& aTCrds = *aTCrdsPerTexture.Value (aTextureIter);
Handle(OpenGl_VertexBuffer)& aTCrdsVbo = theTCrdsPerTexture.ChangeValue (aTextureIter);
if (!aTCrdsVbo->Init (theCtx, 2, aVerts.Length(), (GLfloat* )NULL)
|| !myVboEditor.Init (theCtx, aTCrdsVbo))
{
continue;
}
for (Standard_Integer aVertIter = 0; aVertIter < aVerts.Length(); ++aVertIter, myVboEditor.Next())
{
myVboEditor.Value() = aTCrds.Value (aVertIter);
}
myVboEditor.Flush();
}
myVboEditor.Init (NULL, NULL);
}