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/*
* Copyright © 2011 Linaro Limited
*
* This file is part of the glmark2 OpenGL (ES) 2.0 benchmark.
*
* glmark2 is free software: you can redistribute it and/or modify it under the
* terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
*
* glmark2 is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* glmark2. If not, see <http://www.gnu.org/licenses/>.
*
* Authors:
* Alexandros Frantzis (glmark2)
*/
#include "text-renderer.h"
#include "gl-headers.h"
#include "options.h"
#include "scene.h"
#include "shader-source.h"
#include "vec.h"
#include "mat.h"
#include "texture.h"
using LibMatrix::vec2;
using LibMatrix::mat4;
/* These are specific to the glyph texture atlas we are using */
static const unsigned int texture_size(512);
static const vec2 glyph_size_pixels(29.0, 57.0);
static const vec2 glyph_size(glyph_size_pixels/texture_size);
/******************
* Public methods *
******************/
/**
* TextRenderer default constructor.
*/
TextRenderer::TextRenderer(Canvas& canvas) :
canvas_(canvas), dirty_(false), position_(-1.0, -1.0),
texture_(0)
{
size(0.03);
glGenBuffers(2, vbo_);
ShaderSource vtx_source(Options::data_path + "/shaders/text-renderer.vert");
ShaderSource frg_source(Options::data_path + "/shaders/text-renderer.frag");
if (!Scene::load_shaders_from_strings(program_, vtx_source.str(),
frg_source.str()))
{
return;
}
GLint prev_program;
glGetIntegerv(GL_CURRENT_PROGRAM, &prev_program);
program_.start();
program_["Texture0"] = 0;
glUseProgram(prev_program);
/* Load the glyph texture atlas */
Texture::find_textures();
Texture::load("glyph-atlas", &texture_,
GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR,0);
}
TextRenderer::~TextRenderer()
{
glDeleteBuffers(2, vbo_);
glDeleteTextures(1, &texture_);
}
/**
* Sets the text string to render.
*
* @param t the text string
*/
void
TextRenderer::text(const std::string& t)
{
if (text_ != t) {
text_ = t;
dirty_ = true;
}
}
/**
* Sets the screen position to render at.
*
* @param t the position
*/
void
TextRenderer::position(const LibMatrix::vec2& p)
{
if (position_ != p) {
position_ = p;
dirty_ = true;
}
}
/**
* Sets the size of each rendered glyph.
*
* The size corresponds to the width of each glyph
* in normalized screen coordinates.
*
* @param s the size of each glyph
*/
void
TextRenderer::size(float s)
{
if (size_.x() != s) {
/* Take into account the glyph and canvas aspect ratio */
double canvas_aspect =
static_cast<double>(canvas_.width()) / canvas_.height();
double glyph_aspect_rev = glyph_size.y() / glyph_size.x();
size_ = vec2(s, s * canvas_aspect * glyph_aspect_rev);
dirty_ = true;
}
}
/**
* Renders the text.
*/
void
TextRenderer::render()
{
/* Save state */
GLint prev_program = 0;
GLint prev_array_buffer = 0;
GLint prev_elem_array_buffer = 0;
GLint prev_blend_src_rgb = 0;
GLint prev_blend_dst_rgb = 0;
GLint prev_blend_src_alpha = 0;
GLint prev_blend_dst_alpha = 0;
GLboolean prev_blend = GL_FALSE;
GLboolean prev_depth_test = GL_FALSE;
glGetIntegerv(GL_CURRENT_PROGRAM, &prev_program);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prev_array_buffer);
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prev_elem_array_buffer);
glGetIntegerv(GL_BLEND_SRC_RGB, &prev_blend_src_rgb);
glGetIntegerv(GL_BLEND_DST_RGB, &prev_blend_dst_rgb);
glGetIntegerv(GL_BLEND_SRC_ALPHA, &prev_blend_src_alpha);
glGetIntegerv(GL_BLEND_DST_ALPHA, &prev_blend_dst_alpha);
glGetBooleanv(GL_BLEND, &prev_blend);
glGetBooleanv(GL_DEPTH_TEST, &prev_depth_test);
/* Set new state */
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture_);
glBindBuffer(GL_ARRAY_BUFFER, vbo_[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_[1]);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
if (dirty_) {
create_geometry();
dirty_ = false;
}
program_.start();
GLint position_loc = program_["position"].location();
GLint texcoord_loc = program_["texcoord"].location();
/* Render */
glEnableVertexAttribArray(position_loc);
glEnableVertexAttribArray(texcoord_loc);
glVertexAttribPointer(position_loc, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glVertexAttribPointer(texcoord_loc, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
reinterpret_cast<const GLvoid *>(2 * sizeof(float)));
glDrawElements(GL_TRIANGLES, 6 * text_.length(), GL_UNSIGNED_SHORT, 0);
glDisableVertexAttribArray(texcoord_loc);
glDisableVertexAttribArray(position_loc);
/* Restore state */
if (prev_depth_test == GL_TRUE)
glEnable(GL_DEPTH_TEST);
if (prev_blend == GL_FALSE)
glDisable(GL_BLEND);
glBlendFuncSeparate(prev_blend_src_rgb, prev_blend_dst_rgb,
prev_blend_src_alpha, prev_blend_dst_alpha);
glBindBuffer(GL_ARRAY_BUFFER, prev_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prev_elem_array_buffer);
glUseProgram(prev_program);
}
/*******************
* Private methods *
*******************/
/**
* Creates the geometry needed to render the text.
*
* This method assumes that the text VBOs are properly bound.
*/
void
TextRenderer::create_geometry()
{
std::vector<float> array;
std::vector<GLushort> elem_array;
vec2 pos(position_);
for (size_t i = 0; i < text_.size(); i++) {
vec2 texcoord = get_glyph_coords(text_[i]);
/* Emit the elements for this glyph quad */
/* Lower left */
array.push_back(pos.x());
array.push_back(pos.y());
array.push_back(texcoord.x());
array.push_back(texcoord.y());
/* Lower right */
pos.x(pos.x() + size_.x());
texcoord.x(texcoord.x() + glyph_size.x());
array.push_back(pos.x());
array.push_back(pos.y());
array.push_back(texcoord.x());
array.push_back(texcoord.y());
/* Upper left */
pos.x(pos.x() - size_.x());
pos.y(pos.y() + size_.y());
texcoord.x(texcoord.x() - glyph_size.x());
texcoord.y(texcoord.y() + glyph_size.y());
array.push_back(pos.x());
array.push_back(pos.y());
array.push_back(texcoord.x());
array.push_back(texcoord.y());
/* Upper right */
pos.x(pos.x() + size_.x());
texcoord.x(texcoord.x() + glyph_size.x());
array.push_back(pos.x());
array.push_back(pos.y());
array.push_back(texcoord.x());
array.push_back(texcoord.y());
/* Prepare for the next glyph */
pos.y(pos.y() - size_.y());
/* Emit the element indices for this glyph quad */
elem_array.push_back(4 * i);
elem_array.push_back(4 * i + 1);
elem_array.push_back(4 * i + 2);
elem_array.push_back(4 * i + 2);
elem_array.push_back(4 * i + 1);
elem_array.push_back(4 * i + 3);
}
/* Load the data into the corresponding VBOs */
glBufferData(GL_ARRAY_BUFFER, array.size() * sizeof(float),
&array[0], GL_DYNAMIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, elem_array.size() * sizeof(GLushort),
&elem_array[0], GL_DYNAMIC_DRAW);
}
/**
* Gets the texcoords of a glyph in the glyph texture atlas.
*
* @param c the character to get the glyph texcoords of
*
* @return the texcoords
*/
vec2
TextRenderer::get_glyph_coords(char c)
{
static const unsigned int glyphs_per_row(texture_size / glyph_size_pixels.x());
/* We only support the ASCII printable characters */
if (c < 32 || c >= 127)
c = 32;
int n = c - 32;
int row = n / glyphs_per_row;
int col = n % glyphs_per_row;
return vec2(col * glyph_size.x(), 1.0 - (row + 1) * glyph_size.y());
}
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