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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _GLFONT_H
#define _GLFONT_H
#include <string>
#include <deque>
#include "TextWrap.h"
#include "ustring.h"
#include "Rendering/GL/RenderDataBuffer.hpp"
#include "System/float4.h"
#include "System/Threading/SpringThreading.h"
#undef GetCharWidth // winapi.h
static constexpr int FONT_LEFT = 1 << 0;
static constexpr int FONT_RIGHT = 1 << 1;
static constexpr int FONT_CENTER = 1 << 2;
static constexpr int FONT_BASELINE = 1 << 3; // align to face baseline
static constexpr int FONT_VCENTER = 1 << 4;
static constexpr int FONT_TOP = 1 << 5; // align to text ascender
static constexpr int FONT_BOTTOM = 1 << 6; // align to text descender
static constexpr int FONT_ASCENDER = 1 << 7; // align to face ascender
static constexpr int FONT_DESCENDER = 1 << 8; // align to face descender
static constexpr int FONT_OUTLINE = 1 << 9;
static constexpr int FONT_SHADOW = 1 << 10;
static constexpr int FONT_NORM = 1 << 11; // render in 0..1 space instead of 0..vsx|vsy
static constexpr int FONT_SCALE = 1 << 12; // given size argument will be treated as scaling and not absolute fontsize
static constexpr int FONT_NEAREST = 1 << 13; // round x,y render pos to nearest integer, so there is no interpolation blur for small fontsizes
static constexpr int FONT_BUFFERED = 1 << 14; // make glFormat append to buffer outside a {Begin,End} pair
namespace Shader {
struct IProgramObject;
};
class CglFont : public CTextWrap
{
public:
static bool LoadConfigFonts();
static bool LoadCustomFonts(const std::string& smallFontFile, const std::string& largeFontFile);
static CglFont* LoadFont(const std::string& fontFile, bool small);
static CglFont* LoadFont(const std::string& fontFile, int size, int outlinewidth = 2, float outlineweight = 5.0f);
static void ReallocAtlases(bool pre);
static void SwapRenderBuffers();
CglFont(const std::string& fontFile, int size, int outlinewidth, float outlineweight);
~CglFont();
void Begin() { Begin(defShader); }
void End() { End(defShader); }
void Begin(Shader::IProgramObject* shader);
void End(Shader::IProgramObject* shader);
void DrawBufferedGL4() { DrawBuffered(); }
void DrawBufferedGL4(Shader::IProgramObject* shader) { DrawBuffered(shader); }
void DrawBuffered() { DrawBuffered(defShader); }
void DrawBuffered(Shader::IProgramObject* shader);
void SwapBuffers();
void ResetBuffer(bool outline) {
const unsigned int bi = GetBufferIdx(outline);
prvBufferPos[bi] = mapBufferPtr[bi];
curBufferPos[bi] = mapBufferPtr[bi];
}
void ResetBuffers() {
ResetBuffer(false);
ResetBuffer( true);
}
void glWorldBegin() { glWorldBegin(defShader); }
void glWorldEnd() { glWorldEnd(defShader); }
void glWorldBegin(Shader::IProgramObject* shader);
void glWorldEnd(Shader::IProgramObject* shader);
void glWorldPrint(const float3& p, const float size, const std::string& str);
void SetViewMatrix(const CMatrix44f& mat) { viewMatrix = mat; }
void SetProjMatrix(const CMatrix44f& mat) { projMatrix = mat; }
static CMatrix44f DefViewMatrix();
static CMatrix44f DefProjMatrix();
/**
* @param s absolute font size, or relative scale, if option FONT_SCALE is set
* @param options FONT_SCALE | FONT_NORM |
* (FONT_LEFT | FONT_CENTER | FONT_RIGHT) |
* (FONT_BASELINE | FONT_DESCENDER | FONT_VCENTER |
* FONT_TOP | FONT_ASCENDER | FONT_BOTTOM) |
* FONT_NEAREST | FONT_OUTLINE | FONT_SHADOW
*/
void glPrint(float x, float y, float s, const int options, const std::string& str);
void glPrintTable(float x, float y, float s, const int options, const std::string& str);
void glFormat(float x, float y, float s, const int options, const char* fmt, ...);
void SetAutoOutlineColor(bool enable); // auto-select outline color for in-text-colorcodes
void SetTextColor(const float4* color = nullptr);
void SetOutlineColor(const float4* color = nullptr);
void SetColors(const float4* textColor = nullptr, const float4* outlineColor = nullptr);
void SetTextColor(float r, float g, float b, float a) { const float4 f{r, g, b, a}; SetTextColor(&f); };
void SetOutlineColor(float r, float g, float b, float a) { const float4 f{r, g, b, a}; SetOutlineColor(&f); };
void SetTextDepth(float z) { textDepth.x = z; }
void SetOutlineDepth(float z) { textDepth.y = z; }
float GetCharacterWidth(const char32_t c);
inline float GetTextWidth(const std::string& text) override;
inline float GetTextHeight(const std::string& text, float* descender = nullptr, int* numLines = nullptr);
static std::deque<std::string> SplitIntoLines(const std::u8string&);
const std::string& GetFilePath() const { return fontPath; }
static constexpr char8_t ColorCodeIndicator = 0xFF;
static constexpr char8_t ColorResetIndicator = 0x08; // =: '\\b'
static bool threadSafety;
// typedef void (*ColorCodeCallBack)(float4);
typedef std::function<void(float4)> ColorCodeCallBack;
private:
static const float4* ChooseOutlineColor(const float4& textColor);
static const float4 GetTexScaleMatrix(float w, float h) { return {1.0f / w, 0.0f, 0.0f, 1.0f / h}; } // 2x2
void RenderString(float x, float y, float scaleX, float scaleY, const std::string& str, const ColorCodeCallBack& cccb);
void RenderStringShadow(float x, float y, float scaleX, float scaleY, const std::string& str, const ColorCodeCallBack& cccb);
void RenderStringOutlined(float x, float y, float scaleX, float scaleY, const std::string& str, const ColorCodeCallBack& cccb);
private:
float GetTextWidth_(const std::u8string& text);
float GetTextHeight_(const std::u8string& text, float* descender = nullptr, int* numLines = nullptr);
private:
unsigned int GetBufferIdx(bool outline) const { return (currBufferIndx * 2 + outline); }
enum {
PRIMARY_BUFFER = 0,
OUTLINE_BUFFER = 1,
};
private:
std::string fontPath;
spring::recursive_mutex bufferMutex;
// used by {Begin,End}; each double-buffered
GL::RenderDataBuffer primaryBuffer[2];
GL::RenderDataBuffer outlineBuffer[2];
GL::RenderDataBufferTC primaryBufferTC[2];
GL::RenderDataBufferTC outlineBufferTC[2];
Shader::IProgramObject* defShader = nullptr;
Shader::IProgramObject* curShader = nullptr;
VA_TYPE_TC* mapBufferPtr[2 * 2] = {nullptr, nullptr, nullptr, nullptr}; // {primary,outline} start-pos
VA_TYPE_TC* prvBufferPos[2 * 2] = {nullptr, nullptr, nullptr, nullptr}; // previous {primary,outline} write-pos
VA_TYPE_TC* curBufferPos[2 * 2] = {nullptr, nullptr, nullptr, nullptr}; // current {primary,outline} write-pos
unsigned int currBufferIndx = 0;
unsigned int lastPrintFrame = 0;
bool inBeginEndBlock = false; // implies bufferMutex is locked
bool autoOutlineColor = false; // auto-select outline color for in-text-colorcodes
float4 textColor;
float4 outlineColor;
// colors set when glPrint was called; ColorResetIndicator will reset to these
float4 baseTextColor;
float4 baseOutlineColor;
float2 textDepth;
CMatrix44f viewMatrix;
CMatrix44f projMatrix;
};
extern CglFont* font;
extern CglFont* smallFont;
// wrappers
float CglFont::GetTextWidth(const std::string& text)
{
return GetTextWidth_(toustring(text));
}
float CglFont::GetTextHeight(const std::string& text, float* descender, int* numLines)
{
return GetTextHeight_(toustring(text), descender, numLines);
}
#endif /* _GLFONT_H */
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