/** * Copyright 2014-2023 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.graph.curve.opengl; import java.util.ArrayList; import java.util.HashMap; import java.util.Iterator; import com.jogamp.opengl.GL2ES2; import com.jogamp.opengl.GLException; import com.jogamp.opengl.math.Vec4f; import com.jogamp.opengl.math.geom.AABBox; import com.jogamp.graph.curve.OutlineShape; import com.jogamp.graph.curve.Region; import com.jogamp.graph.font.Font; import com.jogamp.graph.font.Font.Glyph; import com.jogamp.graph.geom.plane.AffineTransform; /** * Text Type Rendering Utility Class adding the {@link Font.Glyph}s {@link OutlineShape} to a {@link GLRegion}. *
* {@link OutlineShape}s are all produced in font em-size [0..1]. *
*/ public class TextRegionUtil { public final int renderModes; public TextRegionUtil(final int renderModes) { this.renderModes = renderModes; } public static int getCharCount(final String s, final char c) { final int sz = s.length(); int count = 0; for(int i=0; i* Origin of rendered text is 0/0 at bottom left. *
** The region buffer's size is grown by pre-calculating required string size via {@link #countStringRegion(Font, CharSequence, int[])}. *
* @param region the {@link GLRegion} sink * @param font the target {@link Font} * @param transform optional given transform * @param str string text * @param rgbaColor if {@link Region#hasColorChannel()} RGBA color must be passed, otherwise value is ignored. * @return the bounding box of the given string by taking each glyph's font em-sized [0..1] OutlineShape into account. */ public static AABBox addStringToRegion(final Region region, final Font font, final AffineTransform transform, final CharSequence str, final Vec4f rgbaColor) { return addStringToRegion(true /* preGrowRegion */, region, font, transform, str, rgbaColor, new AffineTransform(), new AffineTransform()); } /** * Add the string in 3D space w.r.t. the font in font em-size [0..1] at the end of the {@link GLRegion} * while passing the progressed {@link AffineTransform}. ** The shapes added to the GLRegion are in font em-size [0..1], but can be adjusted with the given transform, progressed and passed to the visitor. *
** Origin of rendered text is 0/0 at bottom left. *
** The region buffer's size is grown by pre-calculating required string size via {@link #countStringRegion(Font, CharSequence, int[])}. *
* @param region the {@link GLRegion} sink * @param font the target {@link Font} * @param transform optional given transform * @param str string text * @param rgbaColor if {@link Region#hasColorChannel()} RGBA color must be passed, otherwise value is ignored. * @param temp1 temporary AffineTransform storage, mandatory * @param temp2 temporary AffineTransform storage, mandatory * @return the bounding box of the given string by taking each glyph's font em-sized [0..1] OutlineShape into account. */ public static AABBox addStringToRegion(final Region region, final Font font, final AffineTransform transform, final CharSequence str, final Vec4f rgbaColor, final AffineTransform temp1, final AffineTransform temp2) { return addStringToRegion(true /* preGrowRegion */, region, font, transform, str, rgbaColor, temp1, temp2); } private static AABBox addStringToRegion(final boolean preGrowRegion, final Region region, final Font font, final AffineTransform transform, final CharSequence str, final Vec4f rgbaColor, final AffineTransform temp1, final AffineTransform temp2) { final Font.GlyphVisitor visitor = new Font.GlyphVisitor() { @Override public void visit(final char symbol, final Glyph glyph, final AffineTransform t) { if( glyph.isWhiteSpace() ) { return; } region.addOutlineShape(glyph.getShape(), t, rgbaColor); } }; if( preGrowRegion ) { final int[] vertIndCount = { 0, 0 }; countStringRegion(font, str, vertIndCount); region.growBuffer(vertIndCount[0], vertIndCount[1]); } return font.processString(visitor, transform, str, temp1, temp2); } /** * Count required number of vertices and indices adding to given int[2] `vertIndexCount` array. ** The region's buffer can be either set using {@link Region#setBufferCapacity(int, int)} or grown using {@link Region#growBuffer(int, int)}. *
* @param font the target {@link Font} * @param str string text * @param vertIndexCount the int[2] storage where the counted vertices and indices are added, vertices at [0] and indices at [1] * @see Region#setBufferCapacity(int, int) * @see Region#growBuffer(int, int) * @see #drawString3D(GL2ES2, GLRegion, RegionRenderer, Font, CharSequence, float[], int[], AffineTransform, AffineTransform) */ public static void countStringRegion(final Font font, final CharSequence str, final int[/*2*/] vertIndexCount) { final Font.GlyphVisitor2 visitor = new Font.GlyphVisitor2() { @Override public final void visit(final char symbol, final Font.Glyph glyph) { Region.countOutlineShape(glyph.getShape(), vertIndexCount); } }; font.processString(visitor, str); } /** * Render the string in 3D space w.r.t. the font int font em-size [0..1] at the end of an internally cached {@link GLRegion}. ** The shapes added to the GLRegion are in font em-size [0..1]. *
** Origin of rendered text is 0/0 at bottom left. *
** Cached {@link GLRegion}s will be destroyed w/ {@link #clear(GL2ES2)} or to free memory. *
** The region's buffer size is pre-calculated via {@link GLRegion#create(com.jogamp.opengl.GLProfile, int, com.jogamp.opengl.util.texture.TextureSequence, Font, CharSequence)} *
* @param gl the current GL state * @param renderer TODO * @param font {@link Font} to be used * @param str text to be rendered * @param rgbaColor if {@link Region#hasColorChannel()} RGBA color must be passed, otherwise value is ignored. * @param sampleCount desired multisampling sample count for msaa-rendering. * The actual used scample-count is written back when msaa-rendering is enabled, otherwise the store is untouched. * @return the bounding box of the given string from the produced and rendered GLRegion * @throws Exception if TextRenderer not initialized */ public AABBox drawString3D(final GL2ES2 gl, final RegionRenderer renderer, final Font font, final CharSequence str, final Vec4f rgbaColor, final int[/*1*/] sampleCount) { if( !renderer.isInitialized() ) { throw new GLException("TextRendererImpl01: not initialized!"); } GLRegion region = getCachedRegion(font, str); AABBox res; if(null == region) { region = GLRegion.create(gl.getGLProfile(), renderModes, null, font, str); res = addStringToRegion(false /* preGrowRegion */, region, font, null, str, rgbaColor, tempT1, tempT2); addCachedRegion(gl, font, str, region); } else { res = new AABBox(); res.copy(region.getBounds()); } region.draw(gl, renderer, sampleCount); return res; } /** * Try using {@link #drawString3D(GL2ES2, int, RegionRenderer, Font, CharSequence, float[], int[], AffineTransform, AffineTransform)} to reuse {@link AffineTransform} instances. ** The region's buffer size is pre-calculated via {@link GLRegion#create(com.jogamp.opengl.GLProfile, int, com.jogamp.opengl.util.texture.TextureSequence, Font, CharSequence)} *
*/ public static AABBox drawString3D(final GL2ES2 gl, final int renderModes, final RegionRenderer renderer, final Font font, final CharSequence str, final Vec4f rgbaColor, final int[/*1*/] sampleCount) { return drawString3D(gl, renderModes, renderer, font, str, rgbaColor, sampleCount, new AffineTransform(), new AffineTransform()); } /** * Render the string in 3D space w.r.t. the font in font em-size [0..1] at the end of an internally temporary {@link GLRegion}. ** The shapes added to the GLRegion are in font em-size [0..1]. *
** Origin of rendered text is 0/0 at bottom left. *
** The region's buffer size is pre-calculated via {@link GLRegion#create(com.jogamp.opengl.GLProfile, int, com.jogamp.opengl.util.texture.TextureSequence, Font, CharSequence)} *
** In case of a multisampling region renderer, i.e. {@link Region#VBAA_RENDERING_BIT}, recreating the {@link GLRegion} * is a huge performance impact. * In such case better use {@link #drawString3D(GL2ES2, GLRegion, RegionRenderer, Font, CharSequence, float[], int[], AffineTransform, AffineTransform)} * instead. *
* @param gl the current GL state * @param renderModes TODO * @param font {@link Font} to be used * @param str text to be rendered * @param rgbaColor if {@link Region#hasColorChannel()} RGBA color must be passed, otherwise value is ignored. * @param sampleCount desired multisampling sample count for msaa-rendering. * The actual used scample-count is written back when msaa-rendering is enabled, otherwise the store is untouched. * @param tmp1 temp {@link AffineTransform} to be reused * @param tmp2 temp {@link AffineTransform} to be reused * @throws Exception if TextRenderer not initialized * @return the bounding box of the given string from the produced and rendered GLRegion */ public static AABBox drawString3D(final GL2ES2 gl, final int renderModes, final RegionRenderer renderer, final Font font, final CharSequence str, final Vec4f rgbaColor, final int[/*1*/] sampleCount, final AffineTransform tmp1, final AffineTransform tmp2) { if(!renderer.isInitialized()){ throw new GLException("TextRendererImpl01: not initialized!"); } final GLRegion region = GLRegion.create(gl.getGLProfile(), renderModes, null, font, str); final AABBox res = addStringToRegion(false /* preGrowRegion */, region, font, null, str, rgbaColor, tmp1, tmp2); region.draw(gl, renderer, sampleCount); region.destroy(gl); return res; } /** * Try using {@link #drawString3D(GL2ES2, GLRegion, RegionRenderer, Font, CharSequence, float[], int[], AffineTransform, AffineTransform)} to reuse {@link AffineTransform} instances. ** The region buffer's size is grown by pre-calculating required string size via {@link #countStringRegion(Font, CharSequence, int[])}. *
*/ public static AABBox drawString3D(final GL2ES2 gl, final GLRegion region, final RegionRenderer renderer, final Font font, final CharSequence str, final Vec4f rgbaColor, final int[/*1*/] sampleCount) { return drawString3D(gl, region, renderer, font, str, rgbaColor, sampleCount, new AffineTransform(), new AffineTransform()); } /** * Render the string in 3D space w.r.t. the font in font em-size [0..1] at the end of the given {@link GLRegion}. ** User might want to {@link GLRegion#clear(GL2ES2)} the region before calling this method. *
** The shapes added to the GLRegion are in font em-size [0..1]. *
** Origin of rendered text is 0/0 at bottom left. *
** The region buffer's size is grown by pre-calculating required string size via {@link #countStringRegion(Font, CharSequence, int[])}. *
* @param gl the current GL state * @param region * @param renderer * @param font {@link Font} to be used * @param str text to be rendered * @param rgbaColor if {@link Region#hasColorChannel()} RGBA color must be passed, otherwise value is ignored. * @param sampleCount desired multisampling sample count for msaa-rendering. * The actual used scample-count is written back when msaa-rendering is enabled, otherwise the store is untouched. * @param tmp1 temp {@link AffineTransform} to be reused * @param tmp2 temp {@link AffineTransform} to be reused * @return the bounding box of the given string from the produced and rendered GLRegion * @throws Exception if TextRenderer not initialized */ public static AABBox drawString3D(final GL2ES2 gl, final GLRegion region, final RegionRenderer renderer, final Font font, final CharSequence str, final Vec4f rgbaColor, final int[/*1*/] sampleCount, final AffineTransform tmp1, final AffineTransform tmp2) { if(!renderer.isInitialized()){ throw new GLException("TextRendererImpl01: not initialized!"); } final AABBox res = addStringToRegion(true /* preGrowRegion */, region, font, null, str, rgbaColor, tmp1, tmp2); region.draw(gl, renderer, sampleCount); return res; } /** * Clear all cached {@link GLRegions} and mapped values. */ public void clear(final GL2ES2 gl) { // fluchCache(gl) already called final IteratorSets the cache limit for reusing GlyphString's and their Region. * Default is {@link #DEFAULT_CACHE_LIMIT}, -1 unlimited, 0 turns cache off, >0 limited
* *The cache will be validate when the next string rendering happens.
* * @param newLimit new cache size * * @see #DEFAULT_CACHE_LIMIT */ public final void setCacheLimit(final int newLimit ) { stringCacheLimit = newLimit; } /** * Sets the cache limit, see {@link #setCacheLimit(int)} and validates the cache. * * @see #setCacheLimit(int) * * @param gl current GL used to remove cached objects if required * @param newLimit new cache size */ public final void setCacheLimit(final GL2ES2 gl, final int newLimit ) { stringCacheLimit = newLimit; validateCache(gl, 0); } /** * @return the current cache limit */ public final int getCacheLimit() { return stringCacheLimit; } /** * @return the current utilized cache size, <= {@link #getCacheLimit()} */ public final int getCacheSize() { return stringCacheArray.size(); } private final void validateCache(final GL2ES2 gl, final int space) { if ( getCacheLimit() > 0 ) { while ( getCacheSize() + space > getCacheLimit() ) { removeCachedRegion(gl, 0); } } } private final GLRegion getCachedRegion(final Font font, final CharSequence str) { return stringCacheMap.get(new Key(font, str)); } private final void addCachedRegion(final GL2ES2 gl, final Font font, final CharSequence str, final GLRegion glyphString) { if ( 0 != getCacheLimit() ) { final Key key = new Key(font, str); final GLRegion oldRegion = stringCacheMap.put(key, glyphString); if ( null == oldRegion ) { // new entry .. validateCache(gl, 1); stringCacheArray.add(stringCacheArray.size(), key); } /// else overwrite is nop .. } } private final void removeCachedRegion(final GL2ES2 gl, final Font font, final CharSequence str) { final Key key = new Key(font, str); final GLRegion region = stringCacheMap.remove(key); if(null != region) { region.destroy(gl); } stringCacheArray.remove(key); } private final void removeCachedRegion(final GL2ES2 gl, final int idx) { final Key key = stringCacheArray.remove(idx); if( null != key ) { final GLRegion region = stringCacheMap.remove(key); if(null != region) { region.destroy(gl); } } } private class Key { private final String fontName; private final CharSequence text; public final int hash; public Key(final Font font, final CharSequence text) { this.fontName = font.getName(Font.NAME_UNIQUNAME); this.text = text; // 31 * x == (x << 5) - x final int lhash = 31 + fontName.hashCode(); this.hash = ((lhash << 5) - lhash) + text.hashCode(); } @Override public final int hashCode() { return hash; } @Override public final boolean equals(final Object o) { if( this == o ) { return true; } if( o instanceof Key ) { final Key ok = (Key)o; return ok.fontName.equals(fontName) && ok.text.equals(text); } return false; } } /** Default cache limit, see {@link #setCacheLimit(int)} */ public static final int DEFAULT_CACHE_LIMIT = 256; public final AffineTransform tempT1 = new AffineTransform(); public final AffineTransform tempT2 = new AffineTransform(); private final HashMap