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|
/*
* Copyright (c) 2006 Sun Microsystems, Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* - Redistribution of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution 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.
*
* Neither the name of Sun Microsystems, Inc. or the names of
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any kind. ALL
* EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
* INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
* PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
* MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
* ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
* DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
* ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
* DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
* DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
* ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
* SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that this software is not designed or intended for use
* in the design, construction, operation or maintenance of any nuclear
* facility.
*
* Sun gratefully acknowledges that this software was originally authored
* and developed by Kenneth Bradley Russell and Christopher John Kline.
*/
package com.sun.opengl.util.j2d.gl2;
import com.sun.opengl.impl.*;
import com.sun.opengl.impl.awt.packrect.*;
import com.sun.opengl.util.*;
import com.sun.opengl.util.io.*;
import com.sun.opengl.util.texture.*;
import com.sun.opengl.util.texture.awt.*;
import com.sun.opengl.util.gl2.*;
import com.sun.opengl.util.awt.*;
import com.sun.opengl.util.awt.gl2.*;
import java.awt.AlphaComposite;
import java.awt.Color;
import java.awt.Composite;
// For debugging purposes
import java.awt.EventQueue;
import java.awt.Font;
import java.awt.Frame;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Point;
import java.awt.RenderingHints;
import java.awt.event.*;
import java.awt.font.*;
import java.awt.geom.*;
import java.nio.*;
import java.text.*;
import java.util.*;
import javax.media.opengl.*;
import javax.media.opengl.glu.*;
import javax.media.opengl.glu.gl2.*;
import javax.media.opengl.awt.*;
import javax.media.opengl.util.*;
/** Renders bitmapped Java 2D text into an OpenGL window with high
performance, full Unicode support, and a simple API. Performs
appropriate caching of text rendering results in an OpenGL texture
internally to avoid repeated font rasterization. The caching is
completely automatic, does not require any user intervention, and
has no visible controls in the public API. <P>
Using the {@link TextRenderer TextRenderer} is simple. Add a
"<code>TextRenderer renderer;</code>" field to your {@link
javax.media.opengl.GLEventListener GLEventListener}. In your {@link
javax.media.opengl.GLEventListener#init init} method, add:
<PRE>
renderer = new TextRenderer(new Font("SansSerif", Font.BOLD, 36));
</PRE>
<P> In the {@link javax.media.opengl.GLEventListener#display display} method of your
{@link javax.media.opengl.GLEventListener GLEventListener}, add:
<PRE>
renderer.beginRendering(drawable.getWidth(), drawable.getHeight());
// optionally set the color
renderer.setColor(1.0f, 0.2f, 0.2f, 0.8f);
renderer.draw("Text to draw", xPosition, yPosition);
// ... more draw commands, color changes, etc.
renderer.endRendering();
</PRE>
Unless you are sharing textures and display lists between OpenGL
contexts, you do not need to call the {@link #dispose dispose}
method of the TextRenderer; the OpenGL resources it uses
internally will be cleaned up automatically when the OpenGL
context is destroyed. <P>
<b>Note</b> that the TextRenderer may cause the vertex and texture
coordinate array buffer bindings to change, or to be unbound. This
is important to note if you are using Vertex Buffer Objects (VBOs)
in your application. <P>
Internally, the renderer uses a rectangle packing algorithm to
pack both glyphs and full Strings' rendering results (which are
variable size) onto a larger OpenGL texture. The internal backing
store is maintained using a {@link
com.sun.opengl.util.j2d.TextureRenderer TextureRenderer}. A least
recently used (LRU) algorithm is used to discard previously
rendered strings; the specific algorithm is undefined, but is
currently implemented by flushing unused Strings' rendering
results every few hundred rendering cycles, where a rendering
cycle is defined as a pair of calls to {@link #beginRendering
beginRendering} / {@link #endRendering endRendering}.
@author John Burkey
@author Kenneth Russell
*/
public class GL2TextRenderer {
private static final boolean DEBUG = Debug.debug("TextRenderer");
// These are occasionally useful for more in-depth debugging
private static final boolean DISABLE_GLYPH_CACHE = false;
private static final boolean DRAW_BBOXES = false;
static final int kSize = 256;
// Every certain number of render cycles, flush the strings which
// haven't been used recently
private static final int CYCLES_PER_FLUSH = 100;
// The amount of vertical dead space on the backing store before we
// force a compaction
private static final float MAX_VERTICAL_FRAGMENTATION = 0.7f;
static final int kQuadsPerBuffer = 100;
static final int kCoordsPerVertVerts = 3;
static final int kCoordsPerVertTex = 2;
static final int kVertsPerQuad = 4;
static final int kTotalBufferSizeVerts = kQuadsPerBuffer * kVertsPerQuad;
static final int kTotalBufferSizeCoordsVerts = kQuadsPerBuffer * kVertsPerQuad * kCoordsPerVertVerts;
static final int kTotalBufferSizeCoordsTex = kQuadsPerBuffer * kVertsPerQuad * kCoordsPerVertTex;
static final int kTotalBufferSizeBytesVerts = kTotalBufferSizeCoordsVerts * 4;
static final int kTotalBufferSizeBytesTex = kTotalBufferSizeCoordsTex * 4;
static final int kSizeInBytes_OneVertices_VertexData = kCoordsPerVertVerts * 4;
static final int kSizeInBytes_OneVertices_TexData = kCoordsPerVertTex * 4;
private Font font;
private boolean antialiased;
private boolean useFractionalMetrics;
// Whether we're attempting to use automatic mipmap generation support
private boolean mipmap;
private RectanglePacker packer;
private boolean haveMaxSize;
private RenderDelegate renderDelegate;
private GL2TextureRenderer cachedBackingStore;
private Graphics2D cachedGraphics;
private FontRenderContext cachedFontRenderContext;
private Map /*<String,Rect>*/ stringLocations = new HashMap /*<String,Rect>*/();
private GlyphProducer mGlyphProducer;
private int numRenderCycles;
// Need to keep track of whether we're in a beginRendering() /
// endRendering() cycle so we can re-enter the exact same state if
// we have to reallocate the backing store
private boolean inBeginEndPair;
private boolean isOrthoMode;
private int beginRenderingWidth;
private int beginRenderingHeight;
private boolean beginRenderingDepthTestDisabled;
// For resetting the color after disposal of the old backing store
private boolean haveCachedColor;
private float cachedR;
private float cachedG;
private float cachedB;
private float cachedA;
private Color cachedColor;
private boolean needToResetColor;
// For debugging only
private Frame dbgFrame;
// Debugging purposes only
private boolean debugged;
Pipelined_QuadRenderer mPipelinedQuadRenderer;
//emzic: added boolean flag
private boolean useVertexArrays = true;
//emzic: added boolean flag
private boolean isExtensionAvailable_GL_VERSION_1_5;
private boolean checkFor_isExtensionAvailable_GL_VERSION_1_5;
// Whether GL_LINEAR filtering is enabled for the backing store
private boolean smoothing = true;
/** Creates a new TextRenderer with the given font, using no
antialiasing or fractional metrics, and the default
RenderDelegate. Equivalent to <code>TextRenderer(font, false,
false)</code>.
@param font the font to render with
*/
public GL2TextRenderer(Font font) {
this(font, false, false, null, false);
}
/** Creates a new TextRenderer with the given font, using no
antialiasing or fractional metrics, and the default
RenderDelegate. If <CODE>mipmap</CODE> is true, attempts to use
OpenGL's automatic mipmap generation for better smoothing when
rendering the TextureRenderer's contents at a distance.
Equivalent to <code>TextRenderer(font, false, false)</code>.
@param font the font to render with
@param mipmap whether to attempt use of automatic mipmap generation
*/
public GL2TextRenderer(Font font, boolean mipmap) {
this(font, false, false, null, mipmap);
}
/** Creates a new TextRenderer with the given Font, specified font
properties, and default RenderDelegate. The
<code>antialiased</code> and <code>useFractionalMetrics</code>
flags provide control over the same properties at the Java 2D
level. No mipmap support is requested. Equivalent to
<code>TextRenderer(font, antialiased, useFractionalMetrics,
null)</code>.
@param font the font to render with
@param antialiased whether to use antialiased fonts
@param useFractionalMetrics whether to use fractional font
metrics at the Java 2D level
*/
public GL2TextRenderer(Font font, boolean antialiased,
boolean useFractionalMetrics) {
this(font, antialiased, useFractionalMetrics, null, false);
}
/** Creates a new TextRenderer with the given Font, specified font
properties, and given RenderDelegate. The
<code>antialiased</code> and <code>useFractionalMetrics</code>
flags provide control over the same properties at the Java 2D
level. The <code>renderDelegate</code> provides more control
over the text rendered. No mipmap support is requested.
@param font the font to render with
@param antialiased whether to use antialiased fonts
@param useFractionalMetrics whether to use fractional font
metrics at the Java 2D level
@param renderDelegate the render delegate to use to draw the
text's bitmap, or null to use the default one
*/
public GL2TextRenderer(Font font, boolean antialiased,
boolean useFractionalMetrics, RenderDelegate renderDelegate) {
this(font, antialiased, useFractionalMetrics, renderDelegate, false);
}
/** Creates a new TextRenderer with the given Font, specified font
properties, and given RenderDelegate. The
<code>antialiased</code> and <code>useFractionalMetrics</code>
flags provide control over the same properties at the Java 2D
level. The <code>renderDelegate</code> provides more control
over the text rendered. If <CODE>mipmap</CODE> is true, attempts
to use OpenGL's automatic mipmap generation for better smoothing
when rendering the TextureRenderer's contents at a distance.
@param font the font to render with
@param antialiased whether to use antialiased fonts
@param useFractionalMetrics whether to use fractional font
metrics at the Java 2D level
@param renderDelegate the render delegate to use to draw the
text's bitmap, or null to use the default one
@param mipmap whether to attempt use of automatic mipmap generation
*/
public GL2TextRenderer(Font font, boolean antialiased,
boolean useFractionalMetrics, RenderDelegate renderDelegate,
boolean mipmap) {
this.font = font;
this.antialiased = antialiased;
this.useFractionalMetrics = useFractionalMetrics;
this.mipmap = mipmap;
// FIXME: consider adjusting the size based on font size
// (it will already automatically resize if necessary)
packer = new RectanglePacker(new Manager(), kSize, kSize);
if (renderDelegate == null) {
renderDelegate = new DefaultRenderDelegate();
}
this.renderDelegate = renderDelegate;
mGlyphProducer = new GlyphProducer(font.getNumGlyphs());
}
/** Returns the bounding rectangle of the given String, assuming it
was rendered at the origin. See {@link #getBounds(CharSequence)
getBounds(CharSequence)}. */
public Rectangle2D getBounds(String str) {
return getBounds((CharSequence) str);
}
/** Returns the bounding rectangle of the given CharSequence,
assuming it was rendered at the origin. The coordinate system of
the returned rectangle is Java 2D's, with increasing Y
coordinates in the downward direction. The relative coordinate
(0, 0) in the returned rectangle corresponds to the baseline of
the leftmost character of the rendered string, in similar
fashion to the results returned by, for example, {@link
java.awt.font.GlyphVector#getVisualBounds}. Most applications
will use only the width and height of the returned Rectangle for
the purposes of centering or justifying the String. It is not
specified which Java 2D bounds ({@link
java.awt.font.GlyphVector#getVisualBounds getVisualBounds},
{@link java.awt.font.GlyphVector#getPixelBounds getPixelBounds},
etc.) the returned bounds correspond to, although every effort
is made to ensure an accurate bound. */
public Rectangle2D getBounds(CharSequence str) {
// FIXME: this should be more optimized and use the glyph cache
Rect r = null;
if ((r = (Rect) stringLocations.get(str)) != null) {
TextData data = (TextData) r.getUserData();
// Reconstitute the Java 2D results based on the cached values
return new Rectangle2D.Double(-data.origin().x, -data.origin().y,
r.w(), r.h());
}
// Must return a Rectangle compatible with the layout algorithm --
// must be idempotent
return normalize(renderDelegate.getBounds(str, font,
getFontRenderContext()));
}
/** Returns the Font this renderer is using. */
public Font getFont() {
return font;
}
/** Returns a FontRenderContext which can be used for external
text-related size computations. This object should be considered
transient and may become invalidated between {@link
#beginRendering beginRendering} / {@link #endRendering
endRendering} pairs. */
public FontRenderContext getFontRenderContext() {
if (cachedFontRenderContext == null) {
cachedFontRenderContext = getGraphics2D().getFontRenderContext();
}
return cachedFontRenderContext;
}
/** Begins rendering with this {@link TextRenderer TextRenderer}
into the current OpenGL drawable, pushing the projection and
modelview matrices and some state bits and setting up a
two-dimensional orthographic projection with (0, 0) as the
lower-left coordinate and (width, height) as the upper-right
coordinate. Binds and enables the internal OpenGL texture
object, sets the texture environment mode to GL_MODULATE, and
changes the current color to the last color set with this
TextRenderer via {@link #setColor setColor}. This method
disables the depth test and is equivalent to
beginRendering(width, height, true).
@param width the width of the current on-screen OpenGL drawable
@param height the height of the current on-screen OpenGL drawable
@throws javax.media.opengl.GLException If an OpenGL context is not current when this method is called
*/
public void beginRendering(int width, int height) throws GLException {
beginRendering(width, height, true);
}
/** Begins rendering with this {@link TextRenderer TextRenderer}
into the current OpenGL drawable, pushing the projection and
modelview matrices and some state bits and setting up a
two-dimensional orthographic projection with (0, 0) as the
lower-left coordinate and (width, height) as the upper-right
coordinate. Binds and enables the internal OpenGL texture
object, sets the texture environment mode to GL_MODULATE, and
changes the current color to the last color set with this
TextRenderer via {@link #setColor setColor}. Disables the depth
test if the disableDepthTest argument is true.
@param width the width of the current on-screen OpenGL drawable
@param height the height of the current on-screen OpenGL drawable
@param disableDepthTest whether to disable the depth test
@throws GLException If an OpenGL context is not current when this method is called
*/
public void beginRendering(int width, int height, boolean disableDepthTest)
throws GLException {
beginRendering(true, width, height, disableDepthTest);
}
/** Begins rendering of 2D text in 3D with this {@link TextRenderer
TextRenderer} into the current OpenGL drawable. Assumes the end
user is responsible for setting up the modelview and projection
matrices, and will render text using the {@link #draw3D draw3D}
method. This method pushes some OpenGL state bits, binds and
enables the internal OpenGL texture object, sets the texture
environment mode to GL_MODULATE, and changes the current color
to the last color set with this TextRenderer via {@link
#setColor setColor}.
@throws GLException If an OpenGL context is not current when this method is called
*/
public void begin3DRendering() throws GLException {
beginRendering(false, 0, 0, false);
}
/** Changes the current color of this TextRenderer to the supplied
one. The default color is opaque white.
@param color the new color to use for rendering text
@throws GLException If an OpenGL context is not current when this method is called
*/
public void setColor(Color color) throws GLException {
boolean noNeedForFlush = (haveCachedColor && (cachedColor != null) &&
color.equals(cachedColor));
if (!noNeedForFlush) {
flushGlyphPipeline();
}
getBackingStore().setColor(color);
haveCachedColor = true;
cachedColor = color;
}
/** Changes the current color of this TextRenderer to the supplied
one, where each component ranges from 0.0f - 1.0f. The alpha
component, if used, does not need to be premultiplied into the
color channels as described in the documentation for {@link
com.sun.opengl.util.texture.Texture Texture}, although
premultiplied colors are used internally. The default color is
opaque white.
@param r the red component of the new color
@param g the green component of the new color
@param b the blue component of the new color
@param a the alpha component of the new color, 0.0f = completely
transparent, 1.0f = completely opaque
@throws GLException If an OpenGL context is not current when this method is called
*/
public void setColor(float r, float g, float b, float a)
throws GLException {
boolean noNeedForFlush = (haveCachedColor && (cachedColor == null) &&
(r == cachedR) && (g == cachedG) && (b == cachedB) &&
(a == cachedA));
if (!noNeedForFlush) {
flushGlyphPipeline();
}
getBackingStore().setColor(r, g, b, a);
haveCachedColor = true;
cachedR = r;
cachedG = g;
cachedB = b;
cachedA = a;
cachedColor = null;
}
/** Draws the supplied CharSequence at the desired location using
the renderer's current color. The baseline of the leftmost
character is at position (x, y) specified in OpenGL coordinates,
where the origin is at the lower-left of the drawable and the Y
coordinate increases in the upward direction.
@param str the string to draw
@param x the x coordinate at which to draw
@param y the y coordinate at which to draw
@throws GLException If an OpenGL context is not current when this method is called
*/
public void draw(CharSequence str, int x, int y) throws GLException {
draw3D(str, x, y, 0, 1);
}
/** Draws the supplied String at the desired location using the
renderer's current color. See {@link #draw(CharSequence, int,
int) draw(CharSequence, int, int)}. */
public void draw(String str, int x, int y) throws GLException {
draw3D(str, x, y, 0, 1);
}
/** Draws the supplied CharSequence at the desired 3D location using
the renderer's current color. The baseline of the leftmost
character is placed at position (x, y, z) in the current
coordinate system.
@param str the string to draw
@param x the x coordinate at which to draw
@param y the y coordinate at which to draw
@param z the z coordinate at which to draw
@param scaleFactor a uniform scale factor applied to the width and height of the drawn rectangle
@throws GLException If an OpenGL context is not current when this method is called
*/
public void draw3D(CharSequence str, float x, float y, float z,
float scaleFactor) {
internal_draw3D(str, x, y, z, scaleFactor);
}
/** Draws the supplied String at the desired 3D location using the
renderer's current color. See {@link #draw3D(CharSequence,
float, float, float, float) draw3D(CharSequence, float, float,
float, float)}. */
public void draw3D(String str, float x, float y, float z, float scaleFactor) {
internal_draw3D(str, x, y, z, scaleFactor);
}
/** Returns the pixel width of the given character. */
public float getCharWidth(char inChar) {
return mGlyphProducer.getGlyphPixelWidth(inChar);
}
/** Causes the TextRenderer to flush any internal caches it may be
maintaining and draw its rendering results to the screen. This
should be called after each call to draw() if you are setting
OpenGL state such as the modelview matrix between calls to
draw(). */
public void flush() {
flushGlyphPipeline();
}
/** Ends a render cycle with this {@link TextRenderer TextRenderer}.
Restores the projection and modelview matrices as well as
several OpenGL state bits. Should be paired with {@link
#beginRendering beginRendering}.
@throws GLException If an OpenGL context is not current when this method is called
*/
public void endRendering() throws GLException {
endRendering(true);
}
/** Ends a 3D render cycle with this {@link TextRenderer TextRenderer}.
Restores several OpenGL state bits. Should be paired with {@link
#begin3DRendering begin3DRendering}.
@throws GLException If an OpenGL context is not current when this method is called
*/
public void end3DRendering() throws GLException {
endRendering(false);
}
/** Disposes of all resources this TextRenderer is using. It is not
valid to use the TextRenderer after this method is called.
@throws GLException If an OpenGL context is not current when this method is called
*/
public void dispose() throws GLException {
packer.dispose();
packer = null;
cachedBackingStore = null;
cachedGraphics = null;
cachedFontRenderContext = null;
if (dbgFrame != null) {
dbgFrame.dispose();
}
}
//----------------------------------------------------------------------
// Internals only below this point
//
private static Rectangle2D preNormalize(Rectangle2D src) {
// Need to round to integer coordinates
// Also give ourselves a little slop around the reported
// bounds of glyphs because it looks like neither the visual
// nor the pixel bounds works perfectly well
int minX = (int) Math.floor(src.getMinX()) - 1;
int minY = (int) Math.floor(src.getMinY()) - 1;
int maxX = (int) Math.ceil(src.getMaxX()) + 1;
int maxY = (int) Math.ceil(src.getMaxY()) + 1;
return new Rectangle2D.Double(minX, minY, maxX - minX, maxY - minY);
}
private Rectangle2D normalize(Rectangle2D src) {
// Give ourselves a boundary around each entity on the backing
// store in order to prevent bleeding of nearby Strings due to
// the fact that we use linear filtering
// NOTE that this boundary is quite heuristic and is related
// to how far away in 3D we may view the text --
// heuristically, 1.5% of the font's height
int boundary = (int) Math.max(1, 0.015 * font.getSize());
return new Rectangle2D.Double((int) Math.floor(src.getMinX() - boundary),
(int) Math.floor(src.getMinY() - boundary),
(int) Math.ceil(src.getWidth() + 2 * boundary),
(int) Math.ceil(src.getHeight()) + 2 * boundary);
}
private GL2TextureRenderer getBackingStore() {
GL2TextureRenderer renderer = (GL2TextureRenderer) packer.getBackingStore();
if (renderer != cachedBackingStore) {
// Backing store changed since last time; discard any cached Graphics2D
if (cachedGraphics != null) {
cachedGraphics.dispose();
cachedGraphics = null;
cachedFontRenderContext = null;
}
cachedBackingStore = renderer;
}
return cachedBackingStore;
}
private Graphics2D getGraphics2D() {
GL2TextureRenderer renderer = getBackingStore();
if (cachedGraphics == null) {
cachedGraphics = renderer.createGraphics();
// Set up composite, font and rendering hints
cachedGraphics.setComposite(AlphaComposite.Src);
cachedGraphics.setColor(Color.WHITE);
cachedGraphics.setFont(font);
cachedGraphics.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING,
(antialiased ? RenderingHints.VALUE_TEXT_ANTIALIAS_ON
: RenderingHints.VALUE_TEXT_ANTIALIAS_OFF));
cachedGraphics.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS,
(useFractionalMetrics
? RenderingHints.VALUE_FRACTIONALMETRICS_ON
: RenderingHints.VALUE_FRACTIONALMETRICS_OFF));
}
return cachedGraphics;
}
private void beginRendering(boolean ortho, int width, int height,
boolean disableDepthTestForOrtho) {
if (DEBUG && !debugged) {
debug();
}
inBeginEndPair = true;
isOrthoMode = ortho;
beginRenderingWidth = width;
beginRenderingHeight = height;
beginRenderingDepthTestDisabled = disableDepthTestForOrtho;
if (ortho) {
getBackingStore().beginOrthoRendering(width, height,
disableDepthTestForOrtho);
} else {
getBackingStore().begin3DRendering();
}
GL2 gl = GLUgl2.getCurrentGL2();
// Push client attrib bits used by the pipelined quad renderer
gl.glPushClientAttrib((int) GL2.GL_ALL_CLIENT_ATTRIB_BITS);
if (!haveMaxSize) {
// Query OpenGL for the maximum texture size and set it in the
// RectanglePacker to keep it from expanding too large
int[] sz = new int[1];
gl.glGetIntegerv(GL2.GL_MAX_TEXTURE_SIZE, sz, 0);
packer.setMaxSize(sz[0], sz[0]);
haveMaxSize = true;
}
if (needToResetColor && haveCachedColor) {
if (cachedColor == null) {
getBackingStore().setColor(cachedR, cachedG, cachedB, cachedA);
} else {
getBackingStore().setColor(cachedColor);
}
needToResetColor = false;
}
// Disable future attempts to use mipmapping if TextureRenderer
// doesn't support it
if (mipmap && !getBackingStore().isUsingAutoMipmapGeneration()) {
if (DEBUG) {
System.err.println("Disabled mipmapping in TextRenderer");
}
mipmap = false;
}
}
/**
* emzic: here the call to glBindBuffer crashes on certain graphicscard/driver combinations
* this is why the ugly try-catch block has been added, which falls back to the old textrenderer
*
* @param ortho
* @throws GLException
*/
private void endRendering(boolean ortho) throws GLException {
flushGlyphPipeline();
inBeginEndPair = false;
GL2 gl = GLUgl2.getCurrentGL2();
// Pop client attrib bits used by the pipelined quad renderer
gl.glPopClientAttrib();
// The OpenGL spec is unclear about whether this changes the
// buffer bindings, so preemptively zero out the GL_ARRAY_BUFFER
// binding
if (is15Available(gl)) {
try {
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
} catch (Exception e) {
isExtensionAvailable_GL_VERSION_1_5 = false;
}
}
if (ortho) {
getBackingStore().endOrthoRendering();
} else {
getBackingStore().end3DRendering();
}
if (++numRenderCycles >= CYCLES_PER_FLUSH) {
numRenderCycles = 0;
if (DEBUG) {
System.err.println("Clearing unused entries in endRendering()");
}
clearUnusedEntries();
}
}
private void clearUnusedEntries() {
final java.util.List deadRects = new ArrayList /*<Rect>*/();
// Iterate through the contents of the backing store, removing
// text strings that haven't been used recently
packer.visit(new RectVisitor() {
public void visit(Rect rect) {
TextData data = (TextData) rect.getUserData();
if (data.used()) {
data.clearUsed();
} else {
deadRects.add(rect);
}
}
});
for (Iterator iter = deadRects.iterator(); iter.hasNext();) {
Rect r = (Rect) iter.next();
packer.remove(r);
stringLocations.remove(((TextData) r.getUserData()).string());
int unicodeToClearFromCache = ((TextData) r.getUserData()).unicodeID;
if (unicodeToClearFromCache > 0) {
mGlyphProducer.clearCacheEntry(unicodeToClearFromCache);
}
// if (DEBUG) {
// Graphics2D g = getGraphics2D();
// g.setComposite(AlphaComposite.Clear);
// g.fillRect(r.x(), r.y(), r.w(), r.h());
// g.setComposite(AlphaComposite.Src);
// }
}
// If we removed dead rectangles this cycle, try to do a compaction
float frag = packer.verticalFragmentationRatio();
if (!deadRects.isEmpty() && (frag > MAX_VERTICAL_FRAGMENTATION)) {
if (DEBUG) {
System.err.println(
"Compacting TextRenderer backing store due to vertical fragmentation " +
frag);
}
packer.compact();
}
if (DEBUG) {
getBackingStore().markDirty(0, 0, getBackingStore().getWidth(),
getBackingStore().getHeight());
}
}
private void internal_draw3D(CharSequence str, float x, float y, float z,
float scaleFactor) {
List/*<Glyph>*/ glyphs = mGlyphProducer.getGlyphs(str);
for (Iterator iter = glyphs.iterator(); iter.hasNext(); ) {
Glyph glyph = (Glyph) iter.next();
float advance = glyph.draw3D(x, y, z, scaleFactor);
x += advance * scaleFactor;
}
}
private void flushGlyphPipeline() {
if (mPipelinedQuadRenderer != null) {
mPipelinedQuadRenderer.draw();
}
}
private void draw3D_ROBUST(CharSequence str, float x, float y, float z,
float scaleFactor) {
String curStr;
if (str instanceof String) {
curStr = (String) str;
} else {
curStr = str.toString();
}
// Look up the string on the backing store
Rect rect = (Rect) stringLocations.get(curStr);
if (rect == null) {
// Rasterize this string and place it on the backing store
Graphics2D g = getGraphics2D();
Rectangle2D origBBox = preNormalize(renderDelegate.getBounds(curStr, font, getFontRenderContext()));
Rectangle2D bbox = normalize(origBBox);
Point origin = new Point((int) -bbox.getMinX(),
(int) -bbox.getMinY());
rect = new Rect(0, 0, (int) bbox.getWidth(),
(int) bbox.getHeight(),
new TextData(curStr, origin, origBBox, -1));
packer.add(rect);
stringLocations.put(curStr, rect);
// Re-fetch the Graphics2D in case the addition of the rectangle
// caused the old backing store to be thrown away
g = getGraphics2D();
// OK, should now have an (x, y) for this rectangle; rasterize
// the String
int strx = rect.x() + origin.x;
int stry = rect.y() + origin.y;
// Clear out the area we're going to draw into
g.setComposite(AlphaComposite.Clear);
g.fillRect(rect.x(), rect.y(), rect.w(), rect.h());
g.setComposite(AlphaComposite.Src);
// Draw the string
renderDelegate.draw(g, curStr, strx, stry);
if (DRAW_BBOXES) {
TextData data = (TextData) rect.getUserData();
// Draw a bounding box on the backing store
g.drawRect(strx - data.origOriginX(),
stry - data.origOriginY(),
(int) data.origRect().getWidth(),
(int) data.origRect().getHeight());
g.drawRect(strx - data.origin().x,
stry - data.origin().y,
rect.w(),
rect.h());
}
// Mark this region of the TextureRenderer as dirty
getBackingStore().markDirty(rect.x(), rect.y(), rect.w(),
rect.h());
}
// OK, now draw the portion of the backing store to the screen
GL2TextureRenderer renderer = getBackingStore();
// NOTE that the rectangles managed by the packer have their
// origin at the upper-left but the TextureRenderer's origin is
// at its lower left!!!
TextData data = (TextData) rect.getUserData();
data.markUsed();
Rectangle2D origRect = data.origRect();
// Align the leftmost point of the baseline to the (x, y, z) coordinate requested
renderer.draw3DRect(x - (scaleFactor * data.origOriginX()),
y - (scaleFactor * ((float) origRect.getHeight() - data.origOriginY())), z,
rect.x() + (data.origin().x - data.origOriginX()),
renderer.getHeight() - rect.y() - (int) origRect.getHeight() -
(data.origin().y - data.origOriginY()),
(int) origRect.getWidth(), (int) origRect.getHeight(), scaleFactor);
}
//----------------------------------------------------------------------
// Debugging functionality
//
private void debug() {
dbgFrame = new Frame("TextRenderer Debug Output");
GLCanvas dbgCanvas = new GLCanvas(new GLCapabilities(), null,
GLContext.getCurrent(), null);
dbgCanvas.addGLEventListener(new DebugListener(dbgFrame));
dbgFrame.add(dbgCanvas);
final FPSAnimator anim = new FPSAnimator(dbgCanvas, 10);
dbgFrame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
// Run this on another thread than the AWT event queue to
// make sure the call to Animator.stop() completes before
// exiting
new Thread(new Runnable() {
public void run() {
anim.stop();
}
}).start();
}
});
dbgFrame.setSize(kSize, kSize);
dbgFrame.setVisible(true);
anim.start();
debugged = true;
}
/** Class supporting more full control over the process of rendering
the bitmapped text. Allows customization of whether the backing
store text bitmap is full-color or intensity only, the size of
each individual rendered text rectangle, and the contents of
each individual rendered text string. The default implementation
of this interface uses an intensity-only texture, a
closely-cropped rectangle around the text, and renders text
using the color white, which is modulated by the set color
during the rendering process. */
public static interface RenderDelegate {
/** Indicates whether the backing store of this TextRenderer
should be intensity-only (the default) or full-color. */
public boolean intensityOnly();
/** Computes the bounds of the given String relative to the
origin. */
public Rectangle2D getBounds(String str, Font font,
FontRenderContext frc);
/** Computes the bounds of the given character sequence relative
to the origin. */
public Rectangle2D getBounds(CharSequence str, Font font,
FontRenderContext frc);
/** Computes the bounds of the given GlyphVector, already
assumed to have been created for a particular Font,
relative to the origin. */
public Rectangle2D getBounds(GlyphVector gv, FontRenderContext frc);
/** Render the passed character sequence at the designated
location using the supplied Graphics2D instance. The
surrounding region will already have been cleared to the RGB
color (0, 0, 0) with zero alpha. The initial drawing context
of the passed Graphics2D will be set to use
AlphaComposite.Src, the color white, the Font specified in the
TextRenderer's constructor, and the rendering hints specified
in the TextRenderer constructor. Changes made by the end user
may be visible in successive calls to this method, but are not
guaranteed to be preserved. Implementors of this method
should reset the Graphics2D's state to that desired each time
this method is called, in particular those states which are
not the defaults. */
public void draw(Graphics2D graphics, String str, int x, int y);
/** Render the passed GlyphVector at the designated location using
the supplied Graphics2D instance. The surrounding region will
already have been cleared to the RGB color (0, 0, 0) with zero
alpha. The initial drawing context of the passed Graphics2D
will be set to use AlphaComposite.Src, the color white, the
Font specified in the TextRenderer's constructor, and the
rendering hints specified in the TextRenderer constructor.
Changes made by the end user may be visible in successive
calls to this method, but are not guaranteed to be preserved.
Implementors of this method should reset the Graphics2D's
state to that desired each time this method is called, in
particular those states which are not the defaults. */
public void drawGlyphVector(Graphics2D graphics, GlyphVector str,
int x, int y);
}
private static class CharSequenceIterator implements CharacterIterator {
CharSequence mSequence;
int mLength;
int mCurrentIndex;
CharSequenceIterator() {
}
CharSequenceIterator(CharSequence sequence) {
initFromCharSequence(sequence);
}
public void initFromCharSequence(CharSequence sequence) {
mSequence = sequence;
mLength = mSequence.length();
mCurrentIndex = 0;
}
public char last() {
mCurrentIndex = Math.max(0, mLength - 1);
return current();
}
public char current() {
if ((mLength == 0) || (mCurrentIndex >= mLength)) {
return CharacterIterator.DONE;
}
return mSequence.charAt(mCurrentIndex);
}
public char next() {
mCurrentIndex++;
return current();
}
public char previous() {
mCurrentIndex = Math.max(mCurrentIndex - 1, 0);
return current();
}
public char setIndex(int position) {
mCurrentIndex = position;
return current();
}
public int getBeginIndex() {
return 0;
}
public int getEndIndex() {
return mLength;
}
public int getIndex() {
return mCurrentIndex;
}
public Object clone() {
CharSequenceIterator iter = new CharSequenceIterator(mSequence);
iter.mCurrentIndex = mCurrentIndex;
return iter;
}
public char first() {
if (mLength == 0) {
return CharacterIterator.DONE;
}
mCurrentIndex = 0;
return current();
}
}
// Data associated with each rectangle of text
static class TextData {
// Back-pointer to String this TextData describes, if it
// represents a String rather than a single glyph
private String str;
// If this TextData represents a single glyph, this is its
// unicode ID
int unicodeID;
// The following must be defined and used VERY precisely. This is
// the offset from the upper-left corner of this rectangle (Java
// 2D coordinate system) at which the string must be rasterized in
// order to fit within the rectangle -- the leftmost point of the
// baseline.
private Point origin;
// This represents the pre-normalized rectangle, which fits
// within the rectangle on the backing store. We keep a
// one-pixel border around entries on the backing store to
// prevent bleeding of adjacent letters when using GL_LINEAR
// filtering for rendering. The origin of this rectangle is
// equivalent to the origin above.
private Rectangle2D origRect;
private boolean used; // Whether this text was used recently
TextData(String str, Point origin, Rectangle2D origRect, int unicodeID) {
this.str = str;
this.origin = origin;
this.origRect = origRect;
this.unicodeID = unicodeID;
}
String string() {
return str;
}
Point origin() {
return origin;
}
// The following three methods are used to locate the glyph
// within the expanded rectangle coming from normalize()
int origOriginX() {
return (int) -origRect.getMinX();
}
int origOriginY() {
return (int) -origRect.getMinY();
}
Rectangle2D origRect() {
return origRect;
}
boolean used() {
return used;
}
void markUsed() {
used = true;
}
void clearUsed() {
used = false;
}
}
class Manager implements BackingStoreManager {
private Graphics2D g;
public Object allocateBackingStore(int w, int h) {
// FIXME: should consider checking Font's attributes to see
// whether we're likely to need to support a full RGBA backing
// store (i.e., non-default Paint, foreground color, etc.), but
// for now, let's just be more efficient
GL2TextureRenderer renderer;
if (renderDelegate.intensityOnly()) {
renderer = GL2TextureRenderer.createAlphaOnlyRenderer(w, h, mipmap);
} else {
renderer = new GL2TextureRenderer(w, h, true, mipmap);
}
renderer.setSmoothing(smoothing);
if (DEBUG) {
System.err.println(" TextRenderer allocating backing store " +
w + " x " + h);
}
return renderer;
}
public void deleteBackingStore(Object backingStore) {
((GL2TextureRenderer) backingStore).dispose();
}
public boolean preExpand(Rect cause, int attemptNumber) {
// Only try this one time; clear out potentially obsolete entries
// NOTE: this heuristic and the fact that it clears the used bit
// of all entries seems to cause cycling of entries in some
// situations, where the backing store becomes small compared to
// the amount of text on the screen (see the TextFlow demo) and
// the entries continually cycle in and out of the backing
// store, decreasing performance. If we added a little age
// information to the entries, and only cleared out entries
// above a certain age, this behavior would be eliminated.
// However, it seems the system usually stabilizes itself, so
// for now we'll just keep things simple. Note that if we don't
// clear the used bit here, the backing store tends to increase
// very quickly to its maximum size, at least with the TextFlow
// demo when the text is being continually re-laid out.
if (attemptNumber == 0) {
if (DEBUG) {
System.err.println(
"Clearing unused entries in preExpand(): attempt number " +
attemptNumber);
}
if (inBeginEndPair) {
// Draw any outstanding glyphs
flush();
}
clearUnusedEntries();
return true;
}
return false;
}
public void additionFailed(Rect cause, int attemptNumber) {
// Heavy hammer -- might consider doing something different
packer.clear();
stringLocations.clear();
mGlyphProducer.clearAllCacheEntries();
if (DEBUG) {
System.err.println(
" *** Cleared all text because addition failed ***");
}
}
public void beginMovement(Object oldBackingStore, Object newBackingStore) {
// Exit the begin / end pair if necessary
if (inBeginEndPair) {
// Draw any outstanding glyphs
flush();
GL2 gl = GLUgl2.getCurrentGL2();
// Pop client attrib bits used by the pipelined quad renderer
gl.glPopClientAttrib();
// The OpenGL spec is unclear about whether this changes the
// buffer bindings, so preemptively zero out the GL_ARRAY_BUFFER
// binding
if (is15Available(gl)) {
try {
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
} catch (Exception e) {
isExtensionAvailable_GL_VERSION_1_5 = false;
}
}
if (isOrthoMode) {
((GL2TextureRenderer) oldBackingStore).endOrthoRendering();
} else {
((GL2TextureRenderer) oldBackingStore).end3DRendering();
}
}
GL2TextureRenderer newRenderer = (GL2TextureRenderer) newBackingStore;
g = newRenderer.createGraphics();
}
public void move(Object oldBackingStore, Rect oldLocation,
Object newBackingStore, Rect newLocation) {
GL2TextureRenderer oldRenderer = (GL2TextureRenderer) oldBackingStore;
GL2TextureRenderer newRenderer = (GL2TextureRenderer) newBackingStore;
if (oldRenderer == newRenderer) {
// Movement on the same backing store -- easy case
g.copyArea(oldLocation.x(), oldLocation.y(), oldLocation.w(),
oldLocation.h(), newLocation.x() - oldLocation.x(),
newLocation.y() - oldLocation.y());
} else {
// Need to draw from the old renderer's image into the new one
Image img = oldRenderer.getImage();
g.drawImage(img, newLocation.x(), newLocation.y(),
newLocation.x() + newLocation.w(),
newLocation.y() + newLocation.h(), oldLocation.x(),
oldLocation.y(), oldLocation.x() + oldLocation.w(),
oldLocation.y() + oldLocation.h(), null);
}
}
public void endMovement(Object oldBackingStore, Object newBackingStore) {
g.dispose();
// Sync the whole surface
GL2TextureRenderer newRenderer = (GL2TextureRenderer) newBackingStore;
newRenderer.markDirty(0, 0, newRenderer.getWidth(),
newRenderer.getHeight());
// Re-enter the begin / end pair if necessary
if (inBeginEndPair) {
if (isOrthoMode) {
((GL2TextureRenderer) newBackingStore).beginOrthoRendering(beginRenderingWidth,
beginRenderingHeight, beginRenderingDepthTestDisabled);
} else {
((GL2TextureRenderer) newBackingStore).begin3DRendering();
}
// Push client attrib bits used by the pipelined quad renderer
GL2 gl = GLUgl2.getCurrentGL2();
gl.glPushClientAttrib((int) GL2.GL_ALL_CLIENT_ATTRIB_BITS);
if (haveCachedColor) {
if (cachedColor == null) {
((GL2TextureRenderer) newBackingStore).setColor(cachedR,
cachedG, cachedB, cachedA);
} else {
((GL2TextureRenderer) newBackingStore).setColor(cachedColor);
}
}
} else {
needToResetColor = true;
}
}
}
public static class DefaultRenderDelegate implements RenderDelegate {
public boolean intensityOnly() {
return true;
}
public Rectangle2D getBounds(CharSequence str, Font font,
FontRenderContext frc) {
return getBounds(font.createGlyphVector(frc,
new CharSequenceIterator(str)),
frc);
}
public Rectangle2D getBounds(String str, Font font,
FontRenderContext frc) {
return getBounds(font.createGlyphVector(frc, str), frc);
}
public Rectangle2D getBounds(GlyphVector gv, FontRenderContext frc) {
return gv.getVisualBounds();
}
public void drawGlyphVector(Graphics2D graphics, GlyphVector str,
int x, int y) {
graphics.drawGlyphVector(str, x, y);
}
public void draw(Graphics2D graphics, String str, int x, int y) {
graphics.drawString(str, x, y);
}
}
//----------------------------------------------------------------------
// Glyph-by-glyph rendering support
//
// A temporary to prevent excessive garbage creation
private char[] singleUnicode = new char[1];
/** A Glyph represents either a single unicode glyph or a
substring of characters to be drawn. The reason for the dual
behavior is so that we can take in a sequence of unicode
characters and partition them into runs of individual glyphs,
but if we encounter complex text and/or unicode sequences we
don't understand, we can render them using the
string-by-string method. <P>
Glyphs need to be able to re-upload themselves to the backing
store on demand as we go along in the render sequence.
*/
class Glyph {
// If this Glyph represents an individual unicode glyph, this
// is its unicode ID. If it represents a String, this is -1.
private int unicodeID;
// If the above field isn't -1, then these fields are used.
// The glyph code in the font
private int glyphCode;
// The GlyphProducer which created us
private GlyphProducer producer;
// The advance of this glyph
private float advance;
// The GlyphVector for this single character; this is passed
// in during construction but cleared during the upload
// process
private GlyphVector singleUnicodeGlyphVector;
// The rectangle of this glyph on the backing store, or null
// if it has been cleared due to space pressure
private Rect glyphRectForTextureMapping;
// If this Glyph represents a String, this is the sequence of
// characters
private String str;
// Whether we need a valid advance when rendering this string
// (i.e., whether it has other single glyphs coming after it)
private boolean needAdvance;
// Creates a Glyph representing an individual Unicode character
public Glyph(int unicodeID,
int glyphCode,
float advance,
GlyphVector singleUnicodeGlyphVector,
GlyphProducer producer) {
this.unicodeID = unicodeID;
this.glyphCode = glyphCode;
this.advance = advance;
this.singleUnicodeGlyphVector = singleUnicodeGlyphVector;
this.producer = producer;
}
// Creates a Glyph representing a sequence of characters, with
// an indication of whether additional single glyphs are being
// rendered after it
public Glyph(String str, boolean needAdvance) {
this.str = str;
this.needAdvance = needAdvance;
}
/** Returns this glyph's unicode ID */
public int getUnicodeID() {
return unicodeID;
}
/** Returns this glyph's (font-specific) glyph code */
public int getGlyphCode() {
return glyphCode;
}
/** Returns the advance for this glyph */
public float getAdvance() {
return advance;
}
/** Draws this glyph and returns the (x) advance for this glyph */
public float draw3D(float inX, float inY, float z, float scaleFactor) {
if (str != null) {
draw3D_ROBUST(str, inX, inY, z, scaleFactor);
if (!needAdvance) {
return 0;
}
// Compute and return the advance for this string
GlyphVector gv = font.createGlyphVector(getFontRenderContext(), str);
float totalAdvance = 0;
for (int i = 0; i < gv.getNumGlyphs(); i++) {
totalAdvance += gv.getGlyphMetrics(i).getAdvance();
}
return totalAdvance;
}
// This is the code path taken for individual glyphs
if (glyphRectForTextureMapping == null) {
upload();
}
try {
if (mPipelinedQuadRenderer == null) {
mPipelinedQuadRenderer = new Pipelined_QuadRenderer();
}
GL2TextureRenderer renderer = getBackingStore();
// Handles case where NPOT texture is used for backing store
TextureCoords wholeImageTexCoords = renderer.getTexture().getImageTexCoords();
float xScale = wholeImageTexCoords.right();
float yScale = wholeImageTexCoords.bottom();
Rect rect = glyphRectForTextureMapping;
TextData data = (TextData) rect.getUserData();
data.markUsed();
Rectangle2D origRect = data.origRect();
float x = inX - (scaleFactor * data.origOriginX());
float y = inY - (scaleFactor * ((float) origRect.getHeight() - data.origOriginY()));
int texturex = rect.x() + (data.origin().x - data.origOriginX());
int texturey = renderer.getHeight() - rect.y() - (int) origRect.getHeight() -
(data.origin().y - data.origOriginY());
int width = (int) origRect.getWidth();
int height = (int) origRect.getHeight();
float tx1 = xScale * (float) texturex / (float) renderer.getWidth();
float ty1 = yScale * (1.0f -
((float) texturey / (float) renderer.getHeight()));
float tx2 = xScale * (float) (texturex + width) / (float) renderer.getWidth();
float ty2 = yScale * (1.0f -
((float) (texturey + height) / (float) renderer.getHeight()));
mPipelinedQuadRenderer.glTexCoord2f(tx1, ty1);
mPipelinedQuadRenderer.glVertex3f(x, y, z);
mPipelinedQuadRenderer.glTexCoord2f(tx2, ty1);
mPipelinedQuadRenderer.glVertex3f(x + (width * scaleFactor), y,
z);
mPipelinedQuadRenderer.glTexCoord2f(tx2, ty2);
mPipelinedQuadRenderer.glVertex3f(x + (width * scaleFactor),
y + (height * scaleFactor), z);
mPipelinedQuadRenderer.glTexCoord2f(tx1, ty2);
mPipelinedQuadRenderer.glVertex3f(x,
y + (height * scaleFactor), z);
} catch (Exception e) {
e.printStackTrace();
}
return advance;
}
/** Notifies this glyph that it's been cleared out of the cache */
public void clear() {
glyphRectForTextureMapping = null;
}
private void upload() {
GlyphVector gv = getGlyphVector();
Rectangle2D origBBox = preNormalize(renderDelegate.getBounds(gv, getFontRenderContext()));
Rectangle2D bbox = normalize(origBBox);
Point origin = new Point((int) -bbox.getMinX(),
(int) -bbox.getMinY());
Rect rect = new Rect(0, 0, (int) bbox.getWidth(),
(int) bbox.getHeight(),
new TextData(null, origin, origBBox, unicodeID));
packer.add(rect);
glyphRectForTextureMapping = rect;
Graphics2D g = getGraphics2D();
// OK, should now have an (x, y) for this rectangle; rasterize
// the glyph
int strx = rect.x() + origin.x;
int stry = rect.y() + origin.y;
// Clear out the area we're going to draw into
g.setComposite(AlphaComposite.Clear);
g.fillRect(rect.x(), rect.y(), rect.w(), rect.h());
g.setComposite(AlphaComposite.Src);
// Draw the string
renderDelegate.drawGlyphVector(g, gv, strx, stry);
if (DRAW_BBOXES) {
TextData data = (TextData) rect.getUserData();
// Draw a bounding box on the backing store
g.drawRect(strx - data.origOriginX(),
stry - data.origOriginY(),
(int) data.origRect().getWidth(),
(int) data.origRect().getHeight());
g.drawRect(strx - data.origin().x,
stry - data.origin().y,
rect.w(),
rect.h());
}
// Mark this region of the TextureRenderer as dirty
getBackingStore().markDirty(rect.x(), rect.y(), rect.w(),
rect.h());
// Re-register ourselves with our producer
producer.register(this);
}
private GlyphVector getGlyphVector() {
GlyphVector gv = singleUnicodeGlyphVector;
if (gv != null) {
singleUnicodeGlyphVector = null; // Don't need this anymore
return gv;
}
singleUnicode[0] = (char) unicodeID;
return font.createGlyphVector(getFontRenderContext(), singleUnicode);
}
}
class GlyphProducer {
final int undefined = -2;
FontRenderContext fontRenderContext;
List/*<Glyph>*/ glyphsOutput = new ArrayList/*<Glyph>*/();
// The mapping from unicode character to font-specific glyph ID
int[] unicodes2Glyphs;
// The mapping from glyph ID to Glyph
Glyph[] glyphCache;
// We re-use this for each incoming string
CharSequenceIterator iter = new CharSequenceIterator();
GlyphProducer(int fontLengthInGlyphs) {
unicodes2Glyphs = new int[512];
glyphCache = new Glyph[fontLengthInGlyphs];
clearAllCacheEntries();
}
public List/*<Glyph>*/ getGlyphs(CharSequence inString) {
glyphsOutput.clear();
iter.initFromCharSequence(inString);
GlyphVector fullRunGlyphVector = font.createGlyphVector(getFontRenderContext(),
iter);
boolean complex = (fullRunGlyphVector.getLayoutFlags() != 0);
if (complex || DISABLE_GLYPH_CACHE) {
// Punt to the robust version of the renderer
glyphsOutput.add(new Glyph(inString.toString(), false));
return glyphsOutput;
}
int lengthInGlyphs = fullRunGlyphVector.getNumGlyphs();
int i = 0;
while (i < lengthInGlyphs) {
Glyph glyph = getGlyph(inString, fullRunGlyphVector, i);
if (glyph != null) {
glyphsOutput.add(glyph);
i++;
} else {
// Assemble a run of characters that don't fit in
// the cache
StringBuffer buf = new StringBuffer();
while (i < lengthInGlyphs &&
getGlyph(inString, fullRunGlyphVector, i) == null) {
buf.append(inString.charAt(i++));
}
glyphsOutput.add(new Glyph(buf.toString(),
// Any more glyphs after this run?
i < lengthInGlyphs));
}
}
return glyphsOutput;
}
public void clearCacheEntry(int unicodeID) {
int glyphID = unicodes2Glyphs[unicodeID];
if (glyphID != undefined) {
Glyph glyph = glyphCache[glyphID];
if (glyph != null) {
glyph.clear();
}
glyphCache[glyphID] = null;
}
unicodes2Glyphs[unicodeID] = undefined;
}
public void clearAllCacheEntries() {
for (int i = 0; i < unicodes2Glyphs.length; i++) {
clearCacheEntry(i);
}
}
public void register(Glyph glyph) {
unicodes2Glyphs[glyph.getUnicodeID()] = glyph.getGlyphCode();
glyphCache[glyph.getGlyphCode()] = glyph;
}
public float getGlyphPixelWidth(char unicodeID) {
Glyph glyph = getGlyph(unicodeID);
if (glyph != null) {
return glyph.getAdvance();
}
// Have to do this the hard / uncached way
singleUnicode[0] = unicodeID;
GlyphVector gv = font.createGlyphVector(fontRenderContext,
singleUnicode);
return gv.getGlyphMetrics(0).getAdvance();
}
// Returns a glyph object for this single glyph. Returns null
// if the unicode or glyph ID would be out of bounds of the
// glyph cache.
private Glyph getGlyph(CharSequence inString,
GlyphVector fullRunGlyphVector,
int index) {
char unicodeID = inString.charAt(index);
if (unicodeID >= unicodes2Glyphs.length) {
return null;
}
int glyphID = unicodes2Glyphs[unicodeID];
if (glyphID != undefined) {
return glyphCache[glyphID];
}
// Must fabricate the glyph
singleUnicode[0] = unicodeID;
GlyphVector gv = font.createGlyphVector(getFontRenderContext(), singleUnicode);
return getGlyph(unicodeID, gv, fullRunGlyphVector.getGlyphMetrics(index));
}
// It's unclear whether this variant might produce less
// optimal results than if we can see the entire GlyphVector
// for the incoming string
private Glyph getGlyph(int unicodeID) {
if (unicodeID >= unicodes2Glyphs.length) {
return null;
}
int glyphID = unicodes2Glyphs[unicodeID];
if (glyphID != undefined) {
return glyphCache[glyphID];
}
singleUnicode[0] = (char) unicodeID;
GlyphVector gv = font.createGlyphVector(getFontRenderContext(), singleUnicode);
return getGlyph(unicodeID, gv, gv.getGlyphMetrics(0));
}
private Glyph getGlyph(int unicodeID,
GlyphVector singleUnicodeGlyphVector,
GlyphMetrics metrics) {
int glyphCode = singleUnicodeGlyphVector.getGlyphCode(0);
// Have seen huge glyph codes (65536) coming out of some fonts in some Unicode situations
if (glyphCode >= glyphCache.length) {
return null;
}
Glyph glyph = new Glyph(unicodeID,
glyphCode,
metrics.getAdvance(),
singleUnicodeGlyphVector,
this);
register(glyph);
return glyph;
}
}
class Pipelined_QuadRenderer {
int mOutstandingGlyphsVerticesPipeline = 0;
FloatBuffer mTexCoords;
FloatBuffer mVertCoords;
boolean usingVBOs;
int mVBO_For_ResuableTileVertices;
int mVBO_For_ResuableTileTexCoords;
Pipelined_QuadRenderer() {
GL2 gl = GLUgl2.getCurrentGL2();
mVertCoords = BufferUtil.newFloatBuffer(kTotalBufferSizeCoordsVerts);
mTexCoords = BufferUtil.newFloatBuffer(kTotalBufferSizeCoordsTex);
usingVBOs = is15Available(gl);
if (usingVBOs) {
try {
int[] vbos = new int[2];
gl.glGenBuffers(2, IntBuffer.wrap(vbos));
mVBO_For_ResuableTileVertices = vbos[0];
mVBO_For_ResuableTileTexCoords = vbos[1];
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER,
mVBO_For_ResuableTileVertices);
gl.glBufferData(GL2.GL_ARRAY_BUFFER, kTotalBufferSizeBytesVerts,
null, GL2.GL_STREAM_DRAW); // stream draw because this is a single quad use pipeline
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER,
mVBO_For_ResuableTileTexCoords);
gl.glBufferData(GL2.GL_ARRAY_BUFFER, kTotalBufferSizeBytesTex,
null, GL2.GL_STREAM_DRAW); // stream draw because this is a single quad use pipeline
} catch (Exception e) {
isExtensionAvailable_GL_VERSION_1_5 = false;
usingVBOs = false;
}
}
}
public void glTexCoord2f(float v, float v1) {
mTexCoords.put(v);
mTexCoords.put(v1);
}
public void glVertex3f(float inX, float inY, float inZ) {
mVertCoords.put(inX);
mVertCoords.put(inY);
mVertCoords.put(inZ);
mOutstandingGlyphsVerticesPipeline++;
if (mOutstandingGlyphsVerticesPipeline >= kTotalBufferSizeVerts) {
this.draw();
}
}
private void draw() {
if (useVertexArrays) {
drawVertexArrays();
} else {
drawIMMEDIATE();
}
}
private void drawVertexArrays() {
if (mOutstandingGlyphsVerticesPipeline > 0) {
GL2 gl = GLUgl2.getCurrentGL2();
GL2TextureRenderer renderer = getBackingStore();
Texture texture = renderer.getTexture(); // triggers texture uploads. Maybe this should be more obvious?
mVertCoords.rewind();
mTexCoords.rewind();
gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
if (usingVBOs) {
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER,
mVBO_For_ResuableTileVertices);
gl.glBufferSubData(GL2.GL_ARRAY_BUFFER, 0,
mOutstandingGlyphsVerticesPipeline * kSizeInBytes_OneVertices_VertexData,
mVertCoords); // upload only the new stuff
gl.glVertexPointer(3, GL2.GL_FLOAT, 0, 0);
} else {
gl.glVertexPointer(3, GL2.GL_FLOAT, 0, mVertCoords);
}
gl.glEnableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
if (usingVBOs) {
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER,
mVBO_For_ResuableTileTexCoords);
gl.glBufferSubData(GL2.GL_ARRAY_BUFFER, 0,
mOutstandingGlyphsVerticesPipeline * kSizeInBytes_OneVertices_TexData,
mTexCoords); // upload only the new stuff
gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, 0);
} else {
gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, mTexCoords);
}
gl.glDrawArrays(GL2.GL_QUADS, 0,
mOutstandingGlyphsVerticesPipeline);
mVertCoords.rewind();
mTexCoords.rewind();
mOutstandingGlyphsVerticesPipeline = 0;
}
}
private void drawIMMEDIATE() {
if (mOutstandingGlyphsVerticesPipeline > 0) {
GL2TextureRenderer renderer = getBackingStore();
Texture texture = renderer.getTexture(); // triggers texture uploads. Maybe this should be more obvious?
GL2 gl = GLUgl2.getCurrentGL2();
gl.glBegin(GL2.GL_QUADS);
try {
int numberOfQuads = mOutstandingGlyphsVerticesPipeline / 4;
mVertCoords.rewind();
mTexCoords.rewind();
for (int i = 0; i < numberOfQuads; i++) {
gl.glTexCoord2f(mTexCoords.get(), mTexCoords.get());
gl.glVertex3f(mVertCoords.get(), mVertCoords.get(),
mVertCoords.get());
gl.glTexCoord2f(mTexCoords.get(), mTexCoords.get());
gl.glVertex3f(mVertCoords.get(), mVertCoords.get(),
mVertCoords.get());
gl.glTexCoord2f(mTexCoords.get(), mTexCoords.get());
gl.glVertex3f(mVertCoords.get(), mVertCoords.get(),
mVertCoords.get());
gl.glTexCoord2f(mTexCoords.get(), mTexCoords.get());
gl.glVertex3f(mVertCoords.get(), mVertCoords.get(),
mVertCoords.get());
}
} catch (Exception e) {
e.printStackTrace();
} finally {
gl.glEnd();
mVertCoords.rewind();
mTexCoords.rewind();
mOutstandingGlyphsVerticesPipeline = 0;
}
}
}
}
class DebugListener implements GLEventListener {
private GLU glu = GLU.createGLU();
private Frame frame;
DebugListener(Frame frame) {
this.frame = frame;
}
public void display(GLAutoDrawable drawable) {
GL2 gl = GLUgl2.getCurrentGL2();
gl.glClear(GL2.GL_DEPTH_BUFFER_BIT | GL2.GL_COLOR_BUFFER_BIT);
if (packer == null) {
return;
}
GL2TextureRenderer rend = getBackingStore();
final int w = rend.getWidth();
final int h = rend.getHeight();
rend.beginOrthoRendering(w, h);
rend.drawOrthoRect(0, 0);
rend.endOrthoRendering();
if ((frame.getWidth() != w) || (frame.getHeight() != h)) {
EventQueue.invokeLater(new Runnable() {
public void run() {
frame.setSize(w, h);
}
});
}
}
// Unused methods
public void init(GLAutoDrawable drawable) {
}
public void reshape(GLAutoDrawable drawable, int x, int y, int width,
int height) {
}
public void displayChanged(GLAutoDrawable drawable,
boolean modeChanged, boolean deviceChanged) {
}
}
/**
* Sets whether vertex arrays are being used internally for
* rendering, or whether text is rendered using the OpenGL
* immediate mode commands. This is provided as a concession for
* certain graphics cards which have poor vertex array
* performance. Defaults to true.
*/
public void setUseVertexArrays(boolean useVertexArrays) {
this.useVertexArrays = useVertexArrays;
}
/**
* Indicates whether vertex arrays are being used internally for
* rendering, or whether text is rendered using the OpenGL
* immediate mode commands. Defaults to true.
*/
public boolean getUseVertexArrays() {
return useVertexArrays;
}
/**
* Sets whether smoothing (i.e., GL_LINEAR filtering) is enabled
* in the backing TextureRenderer of this TextRenderer. A few
* graphics cards do not behave well when this is enabled,
* resulting in fuzzy text. Defaults to true.
*/
public void setSmoothing(boolean smoothing) {
this.smoothing = smoothing;
getBackingStore().setSmoothing(smoothing);
}
/**
* Indicates whether smoothing is enabled in the backing
* TextureRenderer of this TextRenderer. A few graphics cards do
* not behave well when this is enabled, resulting in fuzzy text.
* Defaults to true.
*/
public boolean getSmoothing() {
return smoothing;
}
private boolean is15Available(GL gl) {
if (!checkFor_isExtensionAvailable_GL_VERSION_1_5) {
isExtensionAvailable_GL_VERSION_1_5 = gl.isExtensionAvailable("GL_VERSION_1_5");
checkFor_isExtensionAvailable_GL_VERSION_1_5 = true;
}
return isExtensionAvailable_GL_VERSION_1_5;
}
}
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