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/**
* 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}.
* <p>
* {@link OutlineShape}s are all produced in font em-size [0..1].
* </p>
*/
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<sz; i++) {
if( s.charAt(i) == c ) {
count++;
}
}
return count;
}
/**
* 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}.
* <p>
* 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.
* </p>
* <p>
* Origin of rendered text is 0/0 at bottom left.
* </p>
* <p>
* The region buffer's size is grown by pre-calculating required size via {@link #countStringRegion(Font, CharSequence, int[])}.
* </p>
* @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}.
* <p>
* 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.
* </p>
* <p>
* Origin of rendered text is 0/0 at bottom left.
* </p>
* <p>
* The region buffer's size is grown by pre-calculating required size via {@link #countStringRegion(Font, CharSequence, int[])}.
* </p>
* @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);
}
/**
* 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}.
* <p>
* 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.
* </p>
* <p>
* Origin of rendered text is 0/0 at bottom left.
* </p>
* <p>
* Depending on `preGrowRegion`, the region buffer's size is grown by pre-calculating required size via {@link #countStringRegion(Font, CharSequence, int[])}.
* </p>
* @param preGrowRegion if true, utilizes {@link #countStringRegion(Font, CharSequence, int[])} to pre-calc required buffer size, otherwise not.
* @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 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 = countStringRegion(font, str, new int[2]);
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.
* <p>
* The region's buffer can be either set using {@link Region#setBufferCapacity(int, int)} or grown using {@link Region#growBuffer(int, int)}.
* </p>
* @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]
* @return the given int[2] storage for chaining
* @see Region#setBufferCapacity(int, int)
* @see Region#growBuffer(int, int)
* @see #drawString3D(GL2ES2, GLRegion, RegionRenderer, Font, CharSequence, Vec4f, int[], AffineTransform, AffineTransform)
*/
public static int[] 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);
return vertIndexCount;
}
/**
* 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}.
* <p>
* The shapes added to the GLRegion are in font em-size [0..1].
* </p>
* <p>
* Origin of rendered text is 0/0 at bottom left.
* </p>
* <p>
* Cached {@link GLRegion}s will be destroyed w/ {@link #clear(GL2ES2)} or to free memory.
* </p>
* <p>
* 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)}
* </p>
* @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, Vec4f, int[], AffineTransform, AffineTransform)} to reuse {@link AffineTransform} instances.
* <p>
* 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)}
* </p>
*/
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}.
* <p>
* The shapes added to the GLRegion are in font em-size [0..1].
* </p>
* <p>
* Origin of rendered text is 0/0 at bottom left.
* </p>
* <p>
* 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)}
* </p>
* <p>
* 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, Vec4f, int[], AffineTransform, AffineTransform)}
* instead.
* </p>
* @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, Vec4f, int[], AffineTransform, AffineTransform)} to reuse {@link AffineTransform} instances.
* <p>
* The region buffer's size is grown by pre-calculating required size via {@link #countStringRegion(Font, CharSequence, int[])}.
* </p>
*/
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}.
* <p>
* User might want to {@link GLRegion#clear(GL2ES2)} the region before calling this method.
* </p>
* <p>
* The shapes added to the GLRegion are in font em-size [0..1].
* </p>
* <p>
* Origin of rendered text is 0/0 at bottom left.
* </p>
* <p>
* The region buffer's size is grown by pre-calculating required size via {@link #countStringRegion(Font, CharSequence, int[])}.
* </p>
* @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 Iterator<GLRegion> iterator = stringCacheMap.values().iterator();
while(iterator.hasNext()){
final GLRegion region = iterator.next();
region.destroy(gl);
}
stringCacheMap.clear();
stringCacheArray.clear();
}
/**
* <p>Sets the cache limit for reusing GlyphString's and their Region.
* Default is {@link #DEFAULT_CACHE_LIMIT}, -1 unlimited, 0 turns cache off, >0 limited </p>
*
* <p>The cache will be validate when the next string rendering happens.</p>
*
* @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<Key, GLRegion> stringCacheMap = new HashMap<Key, GLRegion>(DEFAULT_CACHE_LIMIT);
private final ArrayList<Key> stringCacheArray = new ArrayList<Key>(DEFAULT_CACHE_LIMIT);
private int stringCacheLimit = DEFAULT_CACHE_LIMIT;
}
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