Aegisub/aegisub/gl_text.cpp

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// 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
//
// Website: http://aegisub.cellosoft.com
// Contact: mailto:zeratul@cellosoft.com
//
///////////
// Headers
#include "gl_text.h"
#include "utils.h"
///////////////////
// Static instance
OpenGLText* OpenGLText::instance;
///////////////
// Constructor
OpenGLText::OpenGLText() {
r = g = b = a = 1.0f;
}
//////////////
// Destructor
OpenGLText::~OpenGLText() {
Reset();
}
/////////
// Reset
void OpenGLText::Reset() {
for (unsigned int i=0;i<textures.size();i++) delete textures[i];
textures.clear();
glyphs.clear();
}
////////////////
// Get instance
OpenGLText* OpenGLText::GetInstance() {
if (!instance) instance = new OpenGLText();
wxASSERT(instance);
return instance;
}
////////////
// Set font
void OpenGLText::DoSetFont(wxString face,int size) {
// No change required
if (size == fontSize && face == fontFace) return;
// Set font
fontFace = face;
fontSize = size;
font.SetFaceName(fontFace);
font.SetPointSize(size);
// Delete all old data
Reset();
}
//////////////
// Set colour
void OpenGLText::DoSetColour(wxColour col,float alpha) {
r = col.Red() / 255.0f;
g = col.Green() / 255.0f;
b = col.Blue() / 255.0f;
a = alpha;
}
/////////
// Print
void OpenGLText::DoPrint(wxString text,int x,int y) {
// Variables
int dx=x,dy=y;
size_t len = text.Length();
OpenGLTextGlyph glyph;
lineHeight = 16; // FIXME
// Set OpenGL
// TODO
// Draw string
for (size_t i=0;i<len;i++) {
// Get current character
int curChar = text[i];
// Handle carriage returns
if (curChar == '\n') {
dx = x;
dy += lineHeight;
}
// Handle normal glyphs
else {
glyph = GetGlyph(curChar);
glyph.Draw(dx,dy);
dx += glyph.w;
}
}
}
///////////////
// Get a glyph
OpenGLTextGlyph OpenGLText::GetGlyph(int i) {
glyphMap::iterator res = glyphs.find(i);
// Found
if (res != glyphs.end()) return res->second;
// Not found, create it
return CreateGlyph(i);
}
//////////////////
// Create a glyph
OpenGLTextGlyph OpenGLText::CreateGlyph(int n) {
// Create glyph
OpenGLTextGlyph glyph;
glyph.value = n;
glyph.GetMetrics();
// 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(new OpenGLTextTexture(256,256));
textures.back()->TryToInsert(glyph);
}
// Set glyph and return it
glyphs[n] = glyph;
return glyph;
}
///////////////////////
// Texture constructor
OpenGLTextTexture::OpenGLTextTexture(int w,int h) {
// Properties
x = y = 0;
width = SmallestPowerOf2(w);
height = SmallestPowerOf2(h);
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("Could not allocate Text Texture");
}
//////////////////////
// Texture destructor
OpenGLTextTexture::~OpenGLTextTexture() {
if (tex) {
glDeleteTextures(1,&tex);
tex = 0;
}
}
//////////////////////////
// Can fit a glyph in it?
bool OpenGLTextTexture::TryToInsert(OpenGLTextGlyph glyph) {
// Get size
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) {
x += w;
if (y+h > nextY) nextY = y+h;
Insert(glyph);
return true;
}
// Can fit the next row?
else {
y = nextY;
if (y+h > height) return false;
nextY = y+h;
x = 0;
Insert(glyph);
return true;
}
}
//////////
// Insert
void OpenGLTextTexture::Insert(OpenGLTextGlyph glyph) {
// Glyph data
wxString str = wxChar(glyph.value);
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,h,24);
wxMemoryDC dc(bmp);
// Draw text and convert to image
dc.SetFont(OpenGLText::GetFont());
dc.DrawText(str,0,0);
wxImage img = bmp.ConvertToImage();
// Upload image to video memory
const unsigned char* src = img.GetData();
glTexSubImage2D(GL_TEXTURE_2D,0,x,y,w,h,GL_ALPHA,GL_UNSIGNED_BYTE,src);
if (glGetError()) throw _T("Error uploading glyph data to video memory.");
}
////////////////
// Draw a glyph
void OpenGLTextGlyph::Draw(int x,int y) {
// Store matrix and translate
glPushMatrix();
glTranslatef((float)x,(float)y,0.0f);
// Set blend
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// Draw quad
glBegin(GL_QUADS);
// Top-left
glTexCoord2f(x1,y1);
glVertex2f(0,0);
// Bottom-left
glTexCoord2f(x1,y2);
glVertex2f(0,h);
// Bottom-right
glTexCoord2f(x2,y2);
glVertex2f(w,h);
// Top-right
glTexCoord2f(x2,y1);
glVertex2f(w,0);
glEnd();
// Restore GL state
glDisable(GL_BLEND);
glPopMatrix();
}
/////////////////////
// Get glyph metrics
wxBitmap *OpenGLTextGlyph::tempBmp = NULL;
void OpenGLTextGlyph::GetMetrics() {
// Glyph data
wxCoord desc,lead;
wxString str = wxChar(value);
// Create bitmap, if needed
if (!tempBmp) tempBmp = new wxBitmap(16,16,24);
// Get text extents
{
wxMemoryDC dc(*tempBmp);
dc.SetFont(OpenGLText::GetFont());
dc.GetTextExtent(str,&w,&h,&desc,&lead);
}
}