Remove merge error

This commit is contained in:
Atlante45 2015-07-17 18:15:11 -07:00
parent 052c3c987b
commit 1c965736e8

View file

@ -33,409 +33,6 @@
#include "GeometryCache.h"
#include "DeferredLightingEffect.h"
<<<<<<< HEAD
// Helper functions for reading binary data from an IO device
template<class T>
void readStream(QIODevice& in, T& t) {
in.read((char*) &t, sizeof(t));
}
template<typename T, size_t N>
void readStream(QIODevice& in, T (&t)[N]) {
in.read((char*) t, N);
}
template<class T, size_t N>
void fillBuffer(QBuffer& buffer, T (&t)[N]) {
buffer.setData((const char*) t, N);
}
// stores the font metrics for a single character
struct Glyph3D {
QChar c;
glm::vec2 texOffset;
glm::vec2 texSize;
glm::vec2 size;
glm::vec2 offset;
float d; // xadvance - adjusts character positioning
size_t indexOffset;
// We adjust bounds because offset is the bottom left corner of the font but the top left corner of a QRect
QRectF bounds() const { return glmToRect(offset, size).translated(0.0f, -size.y); }
QRectF textureBounds() const { return glmToRect(texOffset, texSize); }
void read(QIODevice& in);
};
void Glyph3D::read(QIODevice& in) {
uint16_t charcode;
readStream(in, charcode);
c = charcode;
readStream(in, texOffset);
readStream(in, size);
readStream(in, offset);
readStream(in, d);
texSize = size;
}
struct TextureVertex {
glm::vec2 pos;
glm::vec2 tex;
TextureVertex() {}
TextureVertex(const glm::vec2& pos, const glm::vec2& tex) : pos(pos), tex(tex) {}
};
struct QuadBuilder {
TextureVertex vertices[4];
QuadBuilder(const glm::vec2& min, const glm::vec2& size,
const glm::vec2& texMin, const glm::vec2& texSize) {
// min = bottomLeft
vertices[0] = TextureVertex(min,
texMin + glm::vec2(0.0f, texSize.y));
vertices[1] = TextureVertex(min + glm::vec2(size.x, 0.0f),
texMin + texSize);
vertices[2] = TextureVertex(min + size,
texMin + glm::vec2(texSize.x, 0.0f));
vertices[3] = TextureVertex(min + glm::vec2(0.0f, size.y),
texMin);
}
QuadBuilder(const Glyph3D& glyph, const glm::vec2& offset) :
QuadBuilder(offset + glm::vec2(glyph.offset.x, glyph.offset.y - glyph.size.y), glyph.size,
glyph.texOffset, glyph.texSize) {}
};
class Font3D {
public:
Font3D();
void read(QIODevice& path);
glm::vec2 computeExtent(const QString& str) const;
float getFontSize() const { return _fontSize; }
// Render string to batch
void drawString(gpu::Batch& batch, float x, float y, const QString& str,
const glm::vec4* color, TextRenderer3D::EffectType effectType,
const glm::vec2& bound);
private:
QStringList tokenizeForWrapping(const QString& str) const;
QStringList splitLines(const QString& str) const;
glm::vec2 computeTokenExtent(const QString& str) const;
const Glyph3D& getGlyph(const QChar& c) const;
void setupGPU();
// maps characters to cached glyph info
// HACK... the operator[] const for QHash returns a
// copy of the value, not a const value reference, so
// we declare the hash as mutable in order to avoid such
// copies
mutable QHash<QChar, Glyph3D> _glyphs;
// Font characteristics
QString _family;
float _fontSize = 0.0f;
float _leading = 0.0f;
float _ascent = 0.0f;
float _descent = 0.0f;
float _spaceWidth = 0.0f;
bool _initialized = false;
// gpu structures
gpu::PipelinePointer _pipeline;
gpu::TexturePointer _texture;
gpu::Stream::FormatPointer _format;
gpu::BufferPointer _verticesBuffer;
gpu::BufferStreamPointer _stream;
unsigned int _numVertices = 0;
int _fontLoc = -1;
int _outlineLoc = -1;
int _colorLoc = -1;
// last string render characteristics
QString _lastStringRendered;
glm::vec2 _lastBounds;
};
static QHash<QString, Font3D*> LOADED_FONTS;
Font3D* loadFont3D(QIODevice& fontFile) {
Font3D* result = new Font3D();
result->read(fontFile);
return result;
}
Font3D* loadFont3D(const QString& family) {
if (!LOADED_FONTS.contains(family)) {
const QString SDFF_COURIER_PRIME_FILENAME = ":/CourierPrime.sdff";
const QString SDFF_INCONSOLATA_MEDIUM_FILENAME = ":/InconsolataMedium.sdff";
const QString SDFF_ROBOTO_FILENAME = ":/Roboto.sdff";
const QString SDFF_TIMELESS_FILENAME = ":/Timeless.sdff";
QString loadFilename;
if (family == MONO_FONT_FAMILY) {
loadFilename = SDFF_COURIER_PRIME_FILENAME;
} else if (family == INCONSOLATA_FONT_FAMILY) {
loadFilename = SDFF_INCONSOLATA_MEDIUM_FILENAME;
} else if (family == SANS_FONT_FAMILY) {
loadFilename = SDFF_ROBOTO_FILENAME;
} else {
if (!LOADED_FONTS.contains(SERIF_FONT_FAMILY)) {
loadFilename = SDFF_TIMELESS_FILENAME;
} else {
LOADED_FONTS[family] = LOADED_FONTS[SERIF_FONT_FAMILY];
}
}
if (!loadFilename.isEmpty()) {
QFile fontFile(loadFilename);
fontFile.open(QIODevice::ReadOnly);
qCDebug(renderutils) << "Loaded font" << loadFilename << "from Qt Resource System.";
LOADED_FONTS[family] = loadFont3D(fontFile);
}
}
return LOADED_FONTS[family];
}
Font3D::Font3D() {
static bool fontResourceInitComplete = false;
if (!fontResourceInitComplete) {
Q_INIT_RESOURCE(fonts);
fontResourceInitComplete = true;
}
}
// NERD RAGE: why doesn't QHash have a 'const T & operator[] const' member
const Glyph3D& Font3D::getGlyph(const QChar& c) const {
if (!_glyphs.contains(c)) {
return _glyphs[QChar('?')];
}
return _glyphs[c];
}
QStringList Font3D::splitLines(const QString& str) const {
return str.split('\n');
}
QStringList Font3D::tokenizeForWrapping(const QString& str) const {
QStringList tokens;
for(auto line : splitLines(str)) {
if (!tokens.empty()) {
tokens << QString('\n');
}
tokens << line.split(' ');
}
return tokens;
}
glm::vec2 Font3D::computeTokenExtent(const QString& token) const {
glm::vec2 advance(0, _fontSize);
foreach(QChar c, token) {
Q_ASSERT(c != '\n');
advance.x += (c == ' ') ? _spaceWidth : getGlyph(c).d;
}
return advance;
}
glm::vec2 Font3D::computeExtent(const QString& str) const {
glm::vec2 extent = glm::vec2(0.0f, 0.0f);
QStringList lines{ splitLines(str) };
if (!lines.empty()) {
for(const auto& line : lines) {
glm::vec2 tokenExtent = computeTokenExtent(line);
extent.x = std::max(tokenExtent.x, extent.x);
}
extent.y = lines.count() * _fontSize;
}
return extent;
}
void Font3D::read(QIODevice& in) {
uint8_t header[4];
readStream(in, header);
if (memcmp(header, "SDFF", 4)) {
qFatal("Bad SDFF file");
}
uint16_t version;
readStream(in, version);
// read font name
_family = "";
if (version > 0x0001) {
char c;
readStream(in, c);
while (c) {
_family += c;
readStream(in, c);
}
}
// read font data
readStream(in, _leading);
readStream(in, _ascent);
readStream(in, _descent);
readStream(in, _spaceWidth);
_fontSize = _ascent + _descent;
// Read character count
uint16_t count;
readStream(in, count);
// read metrics data for each character
QVector<Glyph3D> glyphs(count);
// std::for_each instead of Qt foreach because we need non-const references
std::for_each(glyphs.begin(), glyphs.end(), [&](Glyph3D& g) {
g.read(in);
});
// read image data
QImage image;
if (!image.loadFromData(in.readAll(), "PNG")) {
qFatal("Failed to read SDFF image");
}
_glyphs.clear();
glm::vec2 imageSize = toGlm(image.size());
foreach(Glyph3D g, glyphs) {
// Adjust the pixel texture coordinates into UV coordinates,
g.texSize /= imageSize;
g.texOffset /= imageSize;
// store in the character to glyph hash
_glyphs[g.c] = g;
};
image = image.convertToFormat(QImage::Format_RGBA8888);
gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB);
gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB);
if (image.hasAlphaChannel()) {
formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA);
formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::BGRA);
}
_texture = gpu::TexturePointer(gpu::Texture::create2D(formatGPU, image.width(), image.height(),
gpu::Sampler(gpu::Sampler::FILTER_MIN_POINT_MAG_LINEAR)));
_texture->assignStoredMip(0, formatMip, image.byteCount(), image.constBits());
_texture->autoGenerateMips(-1);
}
void Font3D::setupGPU() {
if (!_initialized) {
_initialized = true;
// Setup render pipeline
auto vertexShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(sdf_text3D_vert)));
auto pixelShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(sdf_text3D_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vertexShader, pixelShader));
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
_fontLoc = program->getTextures().findLocation("Font");
_outlineLoc = program->getUniforms().findLocation("Outline");
_colorLoc = program->getUniforms().findLocation("Color");
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
// Sanity checks
static const int OFFSET = offsetof(TextureVertex, tex);
assert(OFFSET == sizeof(glm::vec2));
assert(sizeof(glm::vec2) == 2 * sizeof(float));
assert(sizeof(TextureVertex) == 2 * sizeof(glm::vec2));
assert(sizeof(QuadBuilder) == 4 * sizeof(TextureVertex));
// Setup rendering structures
_format = std::make_shared<gpu::Stream::Format>();
_format->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
_format->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), OFFSET);
}
}
void Font3D::drawString(gpu::Batch& batch, float x, float y, const QString& str, const glm::vec4* color,
TextRenderer3D::EffectType effectType, const glm::vec2& bounds) {
if (str == "") {
return;
}
if (str != _lastStringRendered || bounds != _lastBounds) {
_verticesBuffer = std::make_shared<gpu::Buffer>();
_numVertices = 0;
_lastStringRendered = str;
_lastBounds = bounds;
// Top left of text
glm::vec2 advance = glm::vec2(x, y);
foreach(const QString& token, tokenizeForWrapping(str)) {
bool isNewLine = (token == QString('\n'));
bool forceNewLine = false;
// Handle wrapping
if (!isNewLine && (bounds.x != -1) && (advance.x + computeExtent(token).x > x + bounds.x)) {
// We are out of the x bound, force new line
forceNewLine = true;
}
if (isNewLine || forceNewLine) {
// Character return, move the advance to a new line
advance = glm::vec2(x, advance.y - _leading);
if (isNewLine) {
// No need to draw anything, go directly to next token
continue;
} else if (computeExtent(token).x > bounds.x) {
// token will never fit, stop drawing
break;
}
}
if ((bounds.y != -1) && (advance.y - _fontSize < -y - bounds.y)) {
// We are out of the y bound, stop drawing
break;
}
// Draw the token
if (!isNewLine) {
for (auto c : token) {
auto glyph = _glyphs[c];
QuadBuilder qd(glyph, advance - glm::vec2(0.0f, _ascent));
_verticesBuffer->append(sizeof(QuadBuilder), (const gpu::Byte*)&qd);
_numVertices += 4;
// Advance by glyph size
advance.x += glyph.d;
}
// Add space after all non return tokens
advance.x += _spaceWidth;
}
}
}
setupGPU();
batch.setPipeline(_pipeline);
batch.setUniformTexture(_fontLoc, _texture);
batch._glUniform1i(_outlineLoc, (effectType == TextRenderer3D::OUTLINE_EFFECT));
batch._glUniform4fv(_colorLoc, 1, (const GLfloat*)color);
batch.setInputFormat(_format);
batch.setInputBuffer(0, _verticesBuffer, 0, _format->getChannels().at(0)._stride);
batch.draw(gpu::QUADS, _numVertices, 0);
}
=======
const float TextRenderer3D::DEFAULT_POINT_SIZE = 12;
TextRenderer3D* TextRenderer3D::getInstance(const char* family, float pointSize,