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483 lines
16 KiB
C++
483 lines
16 KiB
C++
//
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// TextRenderer3D.cpp
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// interface/src/ui
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//
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// Created by Andrzej Kapolka on 4/24/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "TextRenderer3D.h"
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#include <gpu/GPUConfig.h>
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#include <gpu/GLBackend.h>
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#include <gpu/Shader.h>
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#include <QBuffer>
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#include <QImage>
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#include <QStringList>
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#include <QFile>
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#include "GLMHelpers.h"
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#include "MatrixStack.h"
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#include "RenderUtilsLogging.h"
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#include "sdf_text3D_vert.h"
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#include "sdf_text3D_frag.h"
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#include "GeometryCache.h"
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#include "DeferredLightingEffect.h"
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// Helper functions for reading binary data from an IO device
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template<class T>
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void readStream(QIODevice& in, T& t) {
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in.read((char*) &t, sizeof(t));
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}
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template<typename T, size_t N>
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void readStream(QIODevice& in, T (&t)[N]) {
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in.read((char*) t, N);
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}
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template<class T, size_t N>
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void fillBuffer(QBuffer& buffer, T (&t)[N]) {
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buffer.setData((const char*) t, N);
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}
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// stores the font metrics for a single character
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struct Glyph3D {
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QChar c;
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glm::vec2 texOffset;
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glm::vec2 texSize;
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glm::vec2 size;
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glm::vec2 offset;
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float d; // xadvance - adjusts character positioning
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size_t indexOffset;
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// We adjust bounds because offset is the bottom left corner of the font but the top left corner of a QRect
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QRectF bounds() const { return glmToRect(offset, size).translated(0.0f, -size.y); }
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QRectF textureBounds() const { return glmToRect(texOffset, texSize); }
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void read(QIODevice& in);
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};
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void Glyph3D::read(QIODevice& in) {
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uint16_t charcode;
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readStream(in, charcode);
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c = charcode;
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readStream(in, texOffset);
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readStream(in, size);
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readStream(in, offset);
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readStream(in, d);
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texSize = size;
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}
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struct TextureVertex {
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glm::vec2 pos;
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glm::vec2 tex;
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TextureVertex() {}
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TextureVertex(const glm::vec2& pos, const glm::vec2& tex) : pos(pos), tex(tex) {}
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};
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struct QuadBuilder {
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TextureVertex vertices[4];
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QuadBuilder(const glm::vec2& min, const glm::vec2& size,
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const glm::vec2& texMin, const glm::vec2& texSize) {
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// min = bottomLeft
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vertices[0] = TextureVertex(min,
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texMin + glm::vec2(0.0f, texSize.y));
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vertices[1] = TextureVertex(min + glm::vec2(size.x, 0.0f),
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texMin + texSize);
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vertices[2] = TextureVertex(min + size,
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texMin + glm::vec2(texSize.x, 0.0f));
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vertices[3] = TextureVertex(min + glm::vec2(0.0f, size.y),
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texMin);
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}
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QuadBuilder(const Glyph3D& glyph, const glm::vec2& offset) :
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QuadBuilder(offset + glm::vec2(glyph.offset.x, glyph.offset.y - glyph.size.y), glyph.size,
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glyph.texOffset, glyph.texSize) {}
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};
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class Font3D {
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public:
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Font3D();
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void read(QIODevice& path);
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glm::vec2 computeExtent(const QString& str) const;
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float getFontSize() const { return _fontSize; }
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// Render string to batch
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void drawString(gpu::Batch& batch, float x, float y, const QString& str,
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const glm::vec4* color, TextRenderer3D::EffectType effectType,
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const glm::vec2& bound);
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private:
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QStringList tokenizeForWrapping(const QString& str) const;
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QStringList splitLines(const QString& str) const;
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glm::vec2 computeTokenExtent(const QString& str) const;
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const Glyph3D& getGlyph(const QChar& c) const;
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void setupGPU();
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// maps characters to cached glyph info
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// HACK... the operator[] const for QHash returns a
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// copy of the value, not a const value reference, so
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// we declare the hash as mutable in order to avoid such
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// copies
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mutable QHash<QChar, Glyph3D> _glyphs;
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// Font characteristics
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QString _family;
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float _fontSize = 0.0f;
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float _leading = 0.0f;
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float _ascent = 0.0f;
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float _descent = 0.0f;
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float _spaceWidth = 0.0f;
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bool _initialized = false;
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// gpu structures
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gpu::PipelinePointer _pipeline;
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gpu::TexturePointer _texture;
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gpu::Stream::FormatPointer _format;
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gpu::BufferPointer _verticesBuffer;
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gpu::BufferStreamPointer _stream;
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unsigned int _numVertices = 0;
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int _fontLoc = -1;
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int _outlineLoc = -1;
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int _colorLoc = -1;
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// last string render characteristics
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QString _lastStringRendered;
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glm::vec2 _lastBounds;
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};
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static QHash<QString, Font3D*> LOADED_FONTS;
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Font3D* loadFont3D(QIODevice& fontFile) {
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Font3D* result = new Font3D();
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result->read(fontFile);
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return result;
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}
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Font3D* loadFont3D(const QString& family) {
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if (!LOADED_FONTS.contains(family)) {
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const QString SDFF_COURIER_PRIME_FILENAME = ":/CourierPrime.sdff";
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const QString SDFF_INCONSOLATA_MEDIUM_FILENAME = ":/InconsolataMedium.sdff";
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const QString SDFF_ROBOTO_FILENAME = ":/Roboto.sdff";
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const QString SDFF_TIMELESS_FILENAME = ":/Timeless.sdff";
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QString loadFilename;
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if (family == MONO_FONT_FAMILY) {
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loadFilename = SDFF_COURIER_PRIME_FILENAME;
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} else if (family == INCONSOLATA_FONT_FAMILY) {
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loadFilename = SDFF_INCONSOLATA_MEDIUM_FILENAME;
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} else if (family == SANS_FONT_FAMILY) {
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loadFilename = SDFF_ROBOTO_FILENAME;
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} else {
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if (!LOADED_FONTS.contains(SERIF_FONT_FAMILY)) {
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loadFilename = SDFF_TIMELESS_FILENAME;
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} else {
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LOADED_FONTS[family] = LOADED_FONTS[SERIF_FONT_FAMILY];
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}
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}
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if (!loadFilename.isEmpty()) {
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QFile fontFile(loadFilename);
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fontFile.open(QIODevice::ReadOnly);
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qCDebug(renderutils) << "Loaded font" << loadFilename << "from Qt Resource System.";
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LOADED_FONTS[family] = loadFont3D(fontFile);
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}
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}
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return LOADED_FONTS[family];
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}
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Font3D::Font3D() {
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static bool fontResourceInitComplete = false;
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if (!fontResourceInitComplete) {
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Q_INIT_RESOURCE(fonts);
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fontResourceInitComplete = true;
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}
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}
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// NERD RAGE: why doesn't QHash have a 'const T & operator[] const' member
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const Glyph3D& Font3D::getGlyph(const QChar& c) const {
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if (!_glyphs.contains(c)) {
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return _glyphs[QChar('?')];
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}
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return _glyphs[c];
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}
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QStringList Font3D::splitLines(const QString& str) const {
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return str.split('\n');
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}
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QStringList Font3D::tokenizeForWrapping(const QString& str) const {
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QStringList tokens;
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for(auto line : splitLines(str)) {
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if (!tokens.empty()) {
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tokens << QString('\n');
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}
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tokens << line.split(' ');
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}
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return tokens;
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}
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glm::vec2 Font3D::computeTokenExtent(const QString& token) const {
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glm::vec2 advance(0, _fontSize);
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foreach(QChar c, token) {
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Q_ASSERT(c != '\n');
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advance.x += (c == ' ') ? _spaceWidth : getGlyph(c).d;
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}
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return advance;
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}
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glm::vec2 Font3D::computeExtent(const QString& str) const {
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glm::vec2 extent = glm::vec2(0.0f, 0.0f);
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QStringList lines{ splitLines(str) };
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if (!lines.empty()) {
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for(const auto& line : lines) {
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glm::vec2 tokenExtent = computeTokenExtent(line);
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extent.x = std::max(tokenExtent.x, extent.x);
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}
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extent.y = lines.count() * _fontSize;
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}
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return extent;
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}
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void Font3D::read(QIODevice& in) {
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uint8_t header[4];
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readStream(in, header);
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if (memcmp(header, "SDFF", 4)) {
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qFatal("Bad SDFF file");
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}
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uint16_t version;
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readStream(in, version);
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// read font name
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_family = "";
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if (version > 0x0001) {
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char c;
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readStream(in, c);
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while (c) {
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_family += c;
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readStream(in, c);
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}
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}
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// read font data
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readStream(in, _leading);
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readStream(in, _ascent);
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readStream(in, _descent);
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readStream(in, _spaceWidth);
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_fontSize = _ascent + _descent;
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// Read character count
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uint16_t count;
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readStream(in, count);
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// read metrics data for each character
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QVector<Glyph3D> glyphs(count);
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// std::for_each instead of Qt foreach because we need non-const references
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std::for_each(glyphs.begin(), glyphs.end(), [&](Glyph3D& g) {
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g.read(in);
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});
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// read image data
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QImage image;
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if (!image.loadFromData(in.readAll(), "PNG")) {
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qFatal("Failed to read SDFF image");
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}
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_glyphs.clear();
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glm::vec2 imageSize = toGlm(image.size());
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foreach(Glyph3D g, glyphs) {
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// Adjust the pixel texture coordinates into UV coordinates,
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g.texSize /= imageSize;
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g.texOffset /= imageSize;
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// store in the character to glyph hash
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_glyphs[g.c] = g;
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};
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image = image.convertToFormat(QImage::Format_RGBA8888);
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB);
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB);
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if (image.hasAlphaChannel()) {
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formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA);
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formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::BGRA);
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}
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_texture = gpu::TexturePointer(gpu::Texture::create2D(formatGPU, image.width(), image.height(),
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gpu::Sampler(gpu::Sampler::FILTER_MIN_POINT_MAG_LINEAR)));
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_texture->assignStoredMip(0, formatMip, image.byteCount(), image.constBits());
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_texture->autoGenerateMips(-1);
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}
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void Font3D::setupGPU() {
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if (!_initialized) {
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_initialized = true;
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// Setup render pipeline
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auto vertexShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(sdf_text3D_vert)));
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auto pixelShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(sdf_text3D_frag)));
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gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vertexShader, pixelShader));
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gpu::Shader::BindingSet slotBindings;
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gpu::Shader::makeProgram(*program, slotBindings);
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_fontLoc = program->getTextures().findLocation("Font");
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_outlineLoc = program->getUniforms().findLocation("Outline");
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_colorLoc = program->getUniforms().findLocation("Color");
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setCullMode(gpu::State::CULL_BACK);
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setBlendFunction(false,
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
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// Sanity checks
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static const int OFFSET = offsetof(TextureVertex, tex);
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assert(OFFSET == sizeof(glm::vec2));
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assert(sizeof(glm::vec2) == 2 * sizeof(float));
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assert(sizeof(TextureVertex) == 2 * sizeof(glm::vec2));
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assert(sizeof(QuadBuilder) == 4 * sizeof(TextureVertex));
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// Setup rendering structures
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_format.reset(new gpu::Stream::Format());
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_format->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
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_format->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), OFFSET);
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}
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}
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void Font3D::drawString(gpu::Batch& batch, float x, float y, const QString& str, const glm::vec4* color,
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TextRenderer3D::EffectType effectType, const glm::vec2& bounds) {
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if (str == "") {
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return;
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}
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if (str != _lastStringRendered || bounds != _lastBounds) {
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_verticesBuffer.reset(new gpu::Buffer());
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_numVertices = 0;
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_lastStringRendered = str;
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_lastBounds = bounds;
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// Top left of text
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glm::vec2 advance = glm::vec2(x, y);
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foreach(const QString& token, tokenizeForWrapping(str)) {
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bool isNewLine = (token == QString('\n'));
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bool forceNewLine = false;
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// Handle wrapping
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if (!isNewLine && (bounds.x != -1) && (advance.x + computeExtent(token).x > x + bounds.x)) {
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// We are out of the x bound, force new line
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forceNewLine = true;
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}
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if (isNewLine || forceNewLine) {
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// Character return, move the advance to a new line
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advance = glm::vec2(x, advance.y - _leading);
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if (isNewLine) {
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// No need to draw anything, go directly to next token
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continue;
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} else if (computeExtent(token).x > bounds.x) {
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// token will never fit, stop drawing
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break;
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}
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}
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if ((bounds.y != -1) && (advance.y - _fontSize < -y - bounds.y)) {
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// We are out of the y bound, stop drawing
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break;
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}
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// Draw the token
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if (!isNewLine) {
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for (auto c : token) {
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auto glyph = _glyphs[c];
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QuadBuilder qd(glyph, advance - glm::vec2(0.0f, _ascent));
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_verticesBuffer->append(sizeof(QuadBuilder), (const gpu::Byte*)&qd);
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_numVertices += 4;
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// Advance by glyph size
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advance.x += glyph.d;
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}
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// Add space after all non return tokens
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advance.x += _spaceWidth;
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}
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}
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}
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setupGPU();
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batch.setPipeline(_pipeline);
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batch.setUniformTexture(_fontLoc, _texture);
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batch._glUniform1i(_outlineLoc, (effectType == TextRenderer3D::OUTLINE_EFFECT));
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batch._glUniform4fv(_colorLoc, 1, (const GLfloat*)color);
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batch.setInputFormat(_format);
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batch.setInputBuffer(0, _verticesBuffer, 0, _format->getChannels().at(0)._stride);
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batch.draw(gpu::QUADS, _numVertices, 0);
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}
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TextRenderer3D* TextRenderer3D::getInstance(const char* family,
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int weight, bool italic, EffectType effect, int effectThickness) {
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return new TextRenderer3D(family, weight, italic, effect, effectThickness);
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}
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TextRenderer3D::TextRenderer3D(const char* family, int weight, bool italic,
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EffectType effect, int effectThickness) :
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_effectType(effect),
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_effectThickness(effectThickness),
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_font(loadFont3D(family)) {
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if (!_font) {
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qWarning() << "Unable to load font with family " << family;
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_font = loadFont3D("Courier");
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}
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if (1 != _effectThickness) {
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qWarning() << "Effect thickness not currently supported";
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}
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if (NO_EFFECT != _effectType && OUTLINE_EFFECT != _effectType) {
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qWarning() << "Effect type not currently supported";
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}
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}
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TextRenderer3D::~TextRenderer3D() {
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}
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glm::vec2 TextRenderer3D::computeExtent(const QString& str) const {
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if (_font) {
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return _font->computeExtent(str);
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}
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return glm::vec2(0.0f, 0.0f);
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}
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float TextRenderer3D::getFontSize() const {
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if (_font) {
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return _font->getFontSize();
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}
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return 0.0f;
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}
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void TextRenderer3D::draw(gpu::Batch& batch, float x, float y, const QString& str, const glm::vec4& color,
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const glm::vec2& bounds) {
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// The font does all the OpenGL work
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if (_font) {
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// Cache color so that the pointer stays valid.
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_color = color;
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_font->drawString(batch, x, y, str, &_color, _effectType, bounds);
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}
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}
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