//// TextRenderer.cpp// interface/src/ui//// Created by Andrzej Kapolka on 4/24/13.// Copyright 2013 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include <QApplication>#include <QDesktopWidget>#include <QFont>#include <QPaintEngine>#include <QtDebug>#include <QString>#include <QStringList>#include <QWindow> #include "InterfaceConfig.h"#include "TextRenderer.h" #include "glm/glm.hpp"#include <glm/gtc/matrix_transform.hpp> #include "gpu/GLBackend.h"#include "gpu/Stream.h" // the width/height of the cached glyph texturesconst int IMAGE_SIZE = 512; static uint qHash(const TextRenderer::Properties& key, uint seed = 0) { // can be switched to qHash(key.font, seed) when we require Qt 5.3+ return qHash(key.font.family(), qHash(key.font.pointSize(), seed));} static bool operator==(const TextRenderer::Properties& p1, const TextRenderer::Properties& p2) { return p1.font == p2.font && p1.effect == p2.effect && p1.effectThickness == p2.effectThickness && p1.color == p2.color;} TextRenderer* TextRenderer::getInstance(const char* family, int pointSize, int weight, bool italic, EffectType effect, int effectThickness, const QColor& color) { Properties properties = { QFont(family, pointSize, weight, italic), effect, effectThickness, color }; TextRenderer*& instance = _instances[properties]; if (!instance) { instance = new TextRenderer(properties); } return instance;} TextRenderer::~TextRenderer() { glDeleteTextures(_allTextureIDs.size(), _allTextureIDs.constData());} int TextRenderer::calculateHeight(const char* str) { int maxHeight = 0; for (const char* ch = str; *ch != 0; ch++) { const Glyph& glyph = getGlyph(*ch); if (glyph.textureID() == 0) { continue; } if (glyph.bounds().height() > maxHeight) { maxHeight = glyph.bounds().height(); } } return maxHeight;} int TextRenderer::draw(int x, int y, const char* str, float alpha) { // Grab the current color float currentColor[4]; glGetFloatv(GL_CURRENT_COLOR, currentColor); alpha = std::max(0.0f, std::min(alpha, 1.0f)); currentColor[3] *= alpha; int compactColor = ((int(currentColor[0] * 255.0f) & 0xFF)) | ((int(currentColor[1] * 255.0f) & 0xFF) << 8) | ((int(currentColor[2] * 255.0f) & 0xFF) << 16) | ((int(currentColor[3] * 255.0f) & 0xFF) << 24); // TODO: Remove that code once we test for performance improvments //glEnable(GL_TEXTURE_2D); int maxHeight = 0; for (const char* ch = str; *ch != 0; ch++) { const Glyph& glyph = getGlyph(*ch); if (glyph.textureID() == 0) { x += glyph.width(); continue; } if (glyph.bounds().height() > maxHeight) { maxHeight = glyph.bounds().height(); } //glBindTexture(GL_TEXTURE_2D, glyph.textureID()); int left = x + glyph.bounds().x(); int right = x + glyph.bounds().x() + glyph.bounds().width(); int bottom = y + glyph.bounds().y(); int top = y + glyph.bounds().y() + glyph.bounds().height(); glm::vec2 leftBottom = glm::vec2(float(left), float(bottom)); glm::vec2 rightTop = glm::vec2(float(right), float(top)); float scale = QApplication::desktop()->windowHandle()->devicePixelRatio() / IMAGE_SIZE; float ls = glyph.location().x() * scale; float rs = (glyph.location().x() + glyph.bounds().width()) * scale; float bt = glyph.location().y() * scale; float tt = (glyph.location().y() + glyph.bounds().height()) * scale; // TODO: Remove that code once we test for performance improvments/* glBegin(GL_QUADS); glTexCoord2f(ls, bt); glVertex2f(left, bottom); glTexCoord2f(rs, bt); glVertex2f(right, bottom); glTexCoord2f(rs, tt); glVertex2f(right, top); glTexCoord2f(ls, tt); glVertex2f(left, top); glEnd();*/ const int NUM_COORDS_SCALARS_PER_GLYPH = 16; float vertexBuffer[NUM_COORDS_SCALARS_PER_GLYPH] = { leftBottom.x, leftBottom.y, ls, bt, rightTop.x, leftBottom.y, rs, bt, rightTop.x, rightTop.y, rs, tt, leftBottom.x, rightTop.y, ls, tt, }; const int NUM_COLOR_SCALARS_PER_GLYPH = 4; int colorBuffer[NUM_COLOR_SCALARS_PER_GLYPH] = { compactColor, compactColor, compactColor, compactColor }; gpu::Buffer::Size offset = sizeof(vertexBuffer) * _numGlyphsBatched; gpu::Buffer::Size colorOffset = sizeof(colorBuffer) * _numGlyphsBatched; if ((offset + sizeof(vertexBuffer)) > _glyphsBuffer->getSize()) { _glyphsBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer); _glyphsColorBuffer->append(sizeof(colorBuffer), (gpu::Buffer::Byte*) colorBuffer); } else { _glyphsBuffer->setSubData(offset, sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer); _glyphsColorBuffer->setSubData(colorOffset, sizeof(colorBuffer), (gpu::Buffer::Byte*) colorBuffer); } _numGlyphsBatched++; x += glyph.width(); } // TODO: remove these calls once we move to a full batched rendering of the text, for now, one draw call per draw() function call drawBatch(); clearBatch(); // TODO: Remove that code once we test for performance improvments // glBindTexture(GL_TEXTURE_2D, 0); // glDisable(GL_TEXTURE_2D); return maxHeight;} int TextRenderer::computeWidth(char ch){ return getGlyph(ch).width();} int TextRenderer::computeWidth(const char* str){ int width = 0; for (const char* ch = str; *ch != 0; ch++) { width += computeWidth(*ch); } return width;} TextRenderer::TextRenderer(const Properties& properties) : _font(properties.font), _metrics(_font), _effectType(properties.effect), _effectThickness(properties.effectThickness), _x(IMAGE_SIZE), _y(IMAGE_SIZE), _rowHeight(0), _color(properties.color), _glyphsBuffer(new gpu::Buffer()), _glyphsColorBuffer(new gpu::Buffer()), _glyphsStreamFormat(new gpu::Stream::Format()), _glyphsStream(new gpu::BufferStream()), _numGlyphsBatched(0){ _glyphsStreamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::POS_XYZ), 0); const int NUM_POS_COORDS = 2; const int VERTEX_TEXCOORD_OFFSET = NUM_POS_COORDS * sizeof(float); _glyphsStreamFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), VERTEX_TEXCOORD_OFFSET); _glyphsStreamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); _glyphsStream->addBuffer(_glyphsBuffer, 0, _glyphsStreamFormat->getChannels().at(0)._stride); _glyphsStream->addBuffer(_glyphsColorBuffer, 0, _glyphsStreamFormat->getChannels().at(1)._stride); _font.setKerning(false);} const Glyph& TextRenderer::getGlyph(char c) { Glyph& glyph = _glyphs[c]; if (glyph.isValid()) { return glyph; } // we use 'J' as a representative size for the solid block character QChar ch = (c == SOLID_BLOCK_CHAR) ? QChar('J') : QChar(c); QRect baseBounds = _metrics.boundingRect(ch); if (baseBounds.isEmpty()) { glyph = Glyph(0, QPoint(), QRect(), _metrics.width(ch)); return glyph; } // grow the bounds to account for effect, if any if (_effectType == SHADOW_EFFECT) { baseBounds.adjust(-_effectThickness, 0, 0, _effectThickness); } else if (_effectType == OUTLINE_EFFECT) { baseBounds.adjust(-_effectThickness, -_effectThickness, _effectThickness, _effectThickness); } // grow the bounds to account for antialiasing baseBounds.adjust(-1, -1, 1, 1); // adjust bounds for device pixel scaling float ratio = QApplication::desktop()->windowHandle()->devicePixelRatio(); QRect bounds(baseBounds.x() * ratio, baseBounds.y() * ratio, baseBounds.width() * ratio, baseBounds.height() * ratio); if (_x + bounds.width() > IMAGE_SIZE) { // we can't fit it on the current row; move to next _y += _rowHeight; _x = _rowHeight = 0; } if (_y + bounds.height() > IMAGE_SIZE) { // can't fit it on current texture; make a new one glGenTextures(1, &_currentTextureID); _x = _y = _rowHeight = 0; glBindTexture(GL_TEXTURE_2D, _currentTextureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, IMAGE_SIZE, IMAGE_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _allTextureIDs.append(_currentTextureID); } else { glBindTexture(GL_TEXTURE_2D, _currentTextureID); } // render the glyph into an image and copy it into the texture QImage image(bounds.width(), bounds.height(), QImage::Format_ARGB32); if (c == SOLID_BLOCK_CHAR) { image.fill(_color); } else { image.fill(0); QPainter painter(&image); QFont font = _font; if (ratio == 1.0f) { painter.setFont(_font); } else { QFont enlargedFont = _font; enlargedFont.setPointSize(_font.pointSize() * ratio); painter.setFont(enlargedFont); } if (_effectType == SHADOW_EFFECT) { for (int i = 0; i < _effectThickness * ratio; i++) { painter.drawText(-bounds.x() - 1 - i, -bounds.y() + 1 + i, ch); } } else if (_effectType == OUTLINE_EFFECT) { QPainterPath path; QFont font = _font; font.setStyleStrategy(QFont::ForceOutline); path.addText(-bounds.x() - 0.5, -bounds.y() + 0.5, font, ch); QPen pen; pen.setWidth(_effectThickness * ratio); pen.setJoinStyle(Qt::RoundJoin); pen.setCapStyle(Qt::RoundCap); painter.setPen(pen); painter.setRenderHint(QPainter::Antialiasing); painter.drawPath(path); } painter.setPen(_color); painter.drawText(-bounds.x(), -bounds.y(), ch); } glTexSubImage2D(GL_TEXTURE_2D, 0, _x, _y, bounds.width(), bounds.height(), GL_RGBA, GL_UNSIGNED_BYTE, image.constBits()); glyph = Glyph(_currentTextureID, QPoint(_x / ratio, _y / ratio), baseBounds, _metrics.width(ch)); _x += bounds.width(); _rowHeight = qMax(_rowHeight, bounds.height()); glBindTexture(GL_TEXTURE_2D, 0); return glyph;} void TextRenderer::drawBatch() { if (_numGlyphsBatched <= 0) { return; } // TODO: Right now the drawBatch is called while calling the draw() function but in the future we'll need to apply the correct transform stack /* GLint matrixMode; glGetIntegerv(GL_MATRIX_MODE, &matrixMode); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); */ gpu::Batch batch; glEnable(GL_TEXTURE_2D); // TODO: Apply the correct font atlas texture, for now only one texture per TextRenderer so it should be good glBindTexture(GL_TEXTURE_2D, _currentTextureID); batch.setInputFormat(_glyphsStreamFormat); batch.setInputStream(0, *_glyphsStream); batch.draw(gpu::QUADS, _numGlyphsBatched * 4, 0); gpu::GLBackend::renderBatch(batch); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); // TODO: Right now the drawBatch is called while calling the draw() function but in the future we'll need to apply the correct transform stack /* glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(matrixMode); */} void TextRenderer::clearBatch() { _numGlyphsBatched = 0;} QHash<TextRenderer::Properties, TextRenderer*> TextRenderer::_instances; Glyph::Glyph(int textureID, const QPoint& location, const QRect& bounds, int width) : _textureID(textureID), _location(location), _bounds(bounds), _width(width) {}
//
// TextRenderer.cpp
// interface/src/ui
//
// Created by Andrzej Kapolka on 4/24/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <QApplication>
#include <QDesktopWidget>
#include <QFont>
#include <QPaintEngine>
#include <QtDebug>
#include <QString>
#include <QStringList>
#include <QWindow>
#include "InterfaceConfig.h"
#include "TextRenderer.h"
#include "glm/glm.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include "gpu/GLBackend.h"
#include "gpu/Stream.h"
// the width/height of the cached glyph textures
const int IMAGE_SIZE = 512;
static uint qHash(const TextRenderer::Properties& key, uint seed = 0) {
// can be switched to qHash(key.font, seed) when we require Qt 5.3+
return qHash(key.font.family(), qHash(key.font.pointSize(), seed));
}
static bool operator==(const TextRenderer::Properties& p1, const TextRenderer::Properties& p2) {
return p1.font == p2.font && p1.effect == p2.effect && p1.effectThickness == p2.effectThickness && p1.color == p2.color;
}
TextRenderer* TextRenderer::getInstance(const char* family, int pointSize, int weight, bool italic,
EffectType effect, int effectThickness, const QColor& color) {
Properties properties = { QFont(family, pointSize, weight, italic), effect, effectThickness, color };
TextRenderer*& instance = _instances[properties];
if (!instance) {
instance = new TextRenderer(properties);
}
return instance;
}
TextRenderer::~TextRenderer() {
glDeleteTextures(_allTextureIDs.size(), _allTextureIDs.constData());
}
int TextRenderer::calculateHeight(const char* str) {
int maxHeight = 0;
for (const char* ch = str; *ch != 0; ch++) {
const Glyph& glyph = getGlyph(*ch);
if (glyph.textureID() == 0) {
continue;
}
if (glyph.bounds().height() > maxHeight) {
maxHeight = glyph.bounds().height();
}
}
return maxHeight;
}
int TextRenderer::draw(int x, int y, const char* str, float alpha) {
// Grab the current color
float currentColor[4];
glGetFloatv(GL_CURRENT_COLOR, currentColor);
alpha = std::max(0.0f, std::min(alpha, 1.0f));
currentColor[3] *= alpha;
int compactColor = ((int(currentColor[0] * 255.0f) & 0xFF)) |
((int(currentColor[1] * 255.0f) & 0xFF) << 8) |
((int(currentColor[2] * 255.0f) & 0xFF) << 16) |
((int(currentColor[3] * 255.0f) & 0xFF) << 24);
// TODO: Remove that code once we test for performance improvments
//glEnable(GL_TEXTURE_2D);
int maxHeight = 0;
for (const char* ch = str; *ch != 0; ch++) {
const Glyph& glyph = getGlyph(*ch);
if (glyph.textureID() == 0) {
x += glyph.width();
continue;
}
if (glyph.bounds().height() > maxHeight) {
maxHeight = glyph.bounds().height();
}
//glBindTexture(GL_TEXTURE_2D, glyph.textureID());
int left = x + glyph.bounds().x();
int right = x + glyph.bounds().x() + glyph.bounds().width();
int bottom = y + glyph.bounds().y();
int top = y + glyph.bounds().y() + glyph.bounds().height();
glm::vec2 leftBottom = glm::vec2(float(left), float(bottom));
glm::vec2 rightTop = glm::vec2(float(right), float(top));
float scale = QApplication::desktop()->windowHandle()->devicePixelRatio() / IMAGE_SIZE;
float ls = glyph.location().x() * scale;
float rs = (glyph.location().x() + glyph.bounds().width()) * scale;
float bt = glyph.location().y() * scale;
float tt = (glyph.location().y() + glyph.bounds().height()) * scale;
// TODO: Remove that code once we test for performance improvments
/*
glBegin(GL_QUADS);
glTexCoord2f(ls, bt);
glVertex2f(left, bottom);
glTexCoord2f(rs, bt);
glVertex2f(right, bottom);
glTexCoord2f(rs, tt);
glVertex2f(right, top);
glTexCoord2f(ls, tt);
glVertex2f(left, top);
glEnd();
*/
const int NUM_COORDS_SCALARS_PER_GLYPH = 16;
float vertexBuffer[NUM_COORDS_SCALARS_PER_GLYPH] = { leftBottom.x, leftBottom.y, ls, bt,
rightTop.x, leftBottom.y, rs, bt,
rightTop.x, rightTop.y, rs, tt,
leftBottom.x, rightTop.y, ls, tt, };
const int NUM_COLOR_SCALARS_PER_GLYPH = 4;
int colorBuffer[NUM_COLOR_SCALARS_PER_GLYPH] = { compactColor, compactColor, compactColor, compactColor };
gpu::Buffer::Size offset = sizeof(vertexBuffer) * _numGlyphsBatched;
gpu::Buffer::Size colorOffset = sizeof(colorBuffer) * _numGlyphsBatched;
if ((offset + sizeof(vertexBuffer)) > _glyphsBuffer->getSize()) {
_glyphsBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer);
_glyphsColorBuffer->append(sizeof(colorBuffer), (gpu::Buffer::Byte*) colorBuffer);
} else {
_glyphsBuffer->setSubData(offset, sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer);
_glyphsColorBuffer->setSubData(colorOffset, sizeof(colorBuffer), (gpu::Buffer::Byte*) colorBuffer);
}
_numGlyphsBatched++;
x += glyph.width();
}
// TODO: remove these calls once we move to a full batched rendering of the text, for now, one draw call per draw() function call
drawBatch();
clearBatch();
// TODO: Remove that code once we test for performance improvments
// glBindTexture(GL_TEXTURE_2D, 0);
// glDisable(GL_TEXTURE_2D);
return maxHeight;
}
int TextRenderer::computeWidth(char ch)
{
return getGlyph(ch).width();
}
int TextRenderer::computeWidth(const char* str)
{
int width = 0;
for (const char* ch = str; *ch != 0; ch++) {
width += computeWidth(*ch);
}
return width;
}
TextRenderer::TextRenderer(const Properties& properties) :
_font(properties.font),
_metrics(_font),
_effectType(properties.effect),
_effectThickness(properties.effectThickness),
_x(IMAGE_SIZE),
_y(IMAGE_SIZE),
_rowHeight(0),
_color(properties.color),
_glyphsBuffer(new gpu::Buffer()),
_glyphsColorBuffer(new gpu::Buffer()),
_glyphsStreamFormat(new gpu::Stream::Format()),
_glyphsStream(new gpu::BufferStream()),
_numGlyphsBatched(0)
{
_glyphsStreamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::POS_XYZ), 0);
const int NUM_POS_COORDS = 2;
const int VERTEX_TEXCOORD_OFFSET = NUM_POS_COORDS * sizeof(float);
_glyphsStreamFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), VERTEX_TEXCOORD_OFFSET);
_glyphsStreamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
_glyphsStream->addBuffer(_glyphsBuffer, 0, _glyphsStreamFormat->getChannels().at(0)._stride);
_glyphsStream->addBuffer(_glyphsColorBuffer, 0, _glyphsStreamFormat->getChannels().at(1)._stride);
_font.setKerning(false);
}
const Glyph& TextRenderer::getGlyph(char c) {
Glyph& glyph = _glyphs[c];
if (glyph.isValid()) {
return glyph;
}
// we use 'J' as a representative size for the solid block character
QChar ch = (c == SOLID_BLOCK_CHAR) ? QChar('J') : QChar(c);
QRect baseBounds = _metrics.boundingRect(ch);
if (baseBounds.isEmpty()) {
glyph = Glyph(0, QPoint(), QRect(), _metrics.width(ch));
return glyph;
}
// grow the bounds to account for effect, if any
if (_effectType == SHADOW_EFFECT) {
baseBounds.adjust(-_effectThickness, 0, 0, _effectThickness);
} else if (_effectType == OUTLINE_EFFECT) {
baseBounds.adjust(-_effectThickness, -_effectThickness, _effectThickness, _effectThickness);
}
// grow the bounds to account for antialiasing
baseBounds.adjust(-1, -1, 1, 1);
// adjust bounds for device pixel scaling
float ratio = QApplication::desktop()->windowHandle()->devicePixelRatio();
QRect bounds(baseBounds.x() * ratio, baseBounds.y() * ratio, baseBounds.width() * ratio, baseBounds.height() * ratio);
if (_x + bounds.width() > IMAGE_SIZE) {
// we can't fit it on the current row; move to next
_y += _rowHeight;
_x = _rowHeight = 0;
}
if (_y + bounds.height() > IMAGE_SIZE) {
// can't fit it on current texture; make a new one
glGenTextures(1, &_currentTextureID);
_x = _y = _rowHeight = 0;
glBindTexture(GL_TEXTURE_2D, _currentTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, IMAGE_SIZE, IMAGE_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
_allTextureIDs.append(_currentTextureID);
} else {
glBindTexture(GL_TEXTURE_2D, _currentTextureID);
}
// render the glyph into an image and copy it into the texture
QImage image(bounds.width(), bounds.height(), QImage::Format_ARGB32);
if (c == SOLID_BLOCK_CHAR) {
image.fill(_color);
} else {
image.fill(0);
QPainter painter(&image);
QFont font = _font;
if (ratio == 1.0f) {
painter.setFont(_font);
} else {
QFont enlargedFont = _font;
enlargedFont.setPointSize(_font.pointSize() * ratio);
painter.setFont(enlargedFont);
}
if (_effectType == SHADOW_EFFECT) {
for (int i = 0; i < _effectThickness * ratio; i++) {
painter.drawText(-bounds.x() - 1 - i, -bounds.y() + 1 + i, ch);
}
} else if (_effectType == OUTLINE_EFFECT) {
QPainterPath path;
QFont font = _font;
font.setStyleStrategy(QFont::ForceOutline);
path.addText(-bounds.x() - 0.5, -bounds.y() + 0.5, font, ch);
QPen pen;
pen.setWidth(_effectThickness * ratio);
pen.setJoinStyle(Qt::RoundJoin);
pen.setCapStyle(Qt::RoundCap);
painter.setPen(pen);
painter.setRenderHint(QPainter::Antialiasing);
painter.drawPath(path);
}
painter.setPen(_color);
painter.drawText(-bounds.x(), -bounds.y(), ch);
}
glTexSubImage2D(GL_TEXTURE_2D, 0, _x, _y, bounds.width(), bounds.height(), GL_RGBA, GL_UNSIGNED_BYTE, image.constBits());
glyph = Glyph(_currentTextureID, QPoint(_x / ratio, _y / ratio), baseBounds, _metrics.width(ch));
_x += bounds.width();
_rowHeight = qMax(_rowHeight, bounds.height());
glBindTexture(GL_TEXTURE_2D, 0);
return glyph;
}
void TextRenderer::drawBatch() {
if (_numGlyphsBatched <= 0) {
return;
}
// TODO: Right now the drawBatch is called while calling the draw() function but in the future we'll need to apply the correct transform stack
/*
GLint matrixMode;
glGetIntegerv(GL_MATRIX_MODE, &matrixMode);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
*/
gpu::Batch batch;
glEnable(GL_TEXTURE_2D);
// TODO: Apply the correct font atlas texture, for now only one texture per TextRenderer so it should be good
glBindTexture(GL_TEXTURE_2D, _currentTextureID);
batch.setInputFormat(_glyphsStreamFormat);
batch.setInputStream(0, *_glyphsStream);
batch.draw(gpu::QUADS, _numGlyphsBatched * 4, 0);
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
// TODO: Right now the drawBatch is called while calling the draw() function but in the future we'll need to apply the correct transform stack
/*
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(matrixMode);
*/
}
void TextRenderer::clearBatch() {
_numGlyphsBatched = 0;
}
QHash<TextRenderer::Properties, TextRenderer*> TextRenderer::_instances;
Glyph::Glyph(int textureID, const QPoint& location, const QRect& bounds, int width) :
_textureID(textureID), _location(location), _bounds(bounds), _width(width) {
}