// 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 /// /////////// // Headers #include "config.h" #ifndef AGI_PRE #include #include #endif #include "gl_text.h" #include "utils.h" /// @brief Constructor /// OpenGLText::OpenGLText() { r = g = b = a = 1.0f; } /// @brief Destructor /// OpenGLText::~OpenGLText() { Reset(); } /// @brief Reset /// void OpenGLText::Reset() { textures.clear(); glyphs.clear(); } /// @brief Get instance /// @return /// OpenGLText& OpenGLText::GetInstance() { static OpenGLText instance; return instance; } /// @brief Set font /// @param face /// @param size /// @param bold /// @param italics /// @return /// void OpenGLText::DoSetFont(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 Reset(); } /// @brief Set colour /// @param col /// @param alpha /// void OpenGLText::DoSetColour(wxColour col,float alpha) { r = col.Red() / 255.0f; g = col.Green() / 255.0f; b = col.Blue() / 255.0f; a = alpha; } /// @brief Print /// @param text /// @param x /// @param y /// void OpenGLText::DoPrint(wxString text,int x,int y) { // Set OpenGL 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_BLEND); } /// @brief Draw a string /// @param text /// @param x /// @param y /// @return /// void OpenGLText::DrawString(wxString text,int x,int y) { // Variables size_t len = text.Length(); OpenGLTextGlyph glyph; lineHeight = 0; int dx=x,dy=y; // Draw string for (size_t i=0;i lineHeight) lineHeight = glyph.h; } } } /// @brief Calculate text extent /// @param text /// @param w /// @param h /// @return /// void OpenGLText::DoGetExtent(wxString text,int &w,int &h) { // Variables size_t len = text.Length(); OpenGLTextGlyph glyph; lineHeight = 0; int dx=0,dy=0; w = 0; h = 0; // Simulate drawing of string for (size_t i=0;i w) w = dx; dx = 0; dy += lineHeight; lineHeight = 0; } // Handle normal glyphs else { glyph = GetGlyph(curChar); dx += glyph.w; if (glyph.h > lineHeight) lineHeight = glyph.h; } } // Return results if (dx > w) w = dx; h = dy+lineHeight; } /// @brief Get a glyph /// @param i /// @return /// 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); } /// @brief Create a glyph /// @param n /// @return /// 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;iTryToInsert(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; } /// @brief Texture constructor /// @param w /// @param h /// OpenGLTextTexture::OpenGLTextTexture(int w,int h) { // Properties x = y = nextY = 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("Internal OpenGL text renderer error: Could not allocate Text Texture"); } /// @brief Texture destructor /// OpenGLTextTexture::~OpenGLTextTexture() { if (tex) { glDeleteTextures(1,&tex); tex = 0; } } /// @brief Can fit a glyph in it? /// @param glyph /// @return /// 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) { 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; nextY = y+h; Insert(glyph); return true; } } /// @brief Insert /// @param glyph /// 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+1)/2)*2,((h+1)/2)*2,24); wxMemoryDC dc(bmp); // Draw text and convert to image dc.SetBackground(wxBrush(wxColour(0,0,0))); dc.Clear(); dc.SetFont(OpenGLText::GetFont()); dc.SetTextForeground(wxColour(255,255,255)); dc.DrawText(str,0,0); //bmp.SaveFile(wxString::Format(_T("glyph%i.bmp"),glyph.value),wxBITMAP_TYPE_BMP); wxImage img = bmp.ConvertToImage(); //img.SaveFile(str + _T(".bmp")); // 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; unsigned char *alpha = new unsigned char[len*2]; unsigned char *write = alpha; for (size_t i=0;i