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/**
* Copyright 2014 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 javax.media.opengl.GL2ES2;
import javax.media.opengl.GLException;
import jogamp.graph.geom.plane.AffineTransform;
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.Vertex;
import com.jogamp.graph.geom.Vertex.Factory;
/**
* Text {@link GLRegion} Utility Class
*/
public class TextRegionUtil {
public final RegionRenderer renderer;
public TextRegionUtil(final RegionRenderer renderer) {
this.renderer = renderer;
}
public static interface ShapeVisitor {
/**
* Visiting the given {@link OutlineShape} with it's corresponding {@link AffineTransform}.
* @param shape may be used as is, otherwise a copy shall be made if intended to be modified.
* @param t may be used immediately as is, otherwise a copy shall be made if stored.
*/
public void visit(final OutlineShape shape, final AffineTransform t);
}
/**
* Visit each {@link Font.Glyph}'s {@link OutlineShape} with the given {@link ShapeVisitor}
* additionally passing the progressed {@link AffineTransform}.
* The latter reflects the given font metric, pixelSize and hence character position.
* @param visitor
* @param transform optional given transform
* @param font the target {@link Font}
* @param pixelSize Use {@link Font#getPixelSize(float, float)} for resolution correct pixel-size.
* @param str string text
*/
public static void processString(final ShapeVisitor visitor, final AffineTransform transform,
final Font font, final float pixelSize, final CharSequence str) {
final int charCount = str.length();
// region.setFlipped(true);
final Font.Metrics metrics = font.getMetrics();
final float lineHeight = font.getLineHeight(pixelSize);
final float scale = metrics.getScale(pixelSize);
final AffineTransform t = null != transform ? new AffineTransform(transform) : new AffineTransform();
float y = 0;
float advanceTotal = 0;
for(int i=0; i< charCount; i++) {
final char character = str.charAt(i);
if( '\n' == character ) {
y -= lineHeight;
advanceTotal = 0;
} else if (character == ' ') {
advanceTotal += font.getAdvanceWidth(Glyph.ID_SPACE, pixelSize);
} else {
if(Region.DEBUG_INSTANCE) {
System.err.println("XXXXXXXXXXXXXXx char: "+character+", scale: "+scale+"; translate: "+advanceTotal+", "+y);
}
// reset transform
if( null != transform ) {
t.setTransform(transform);
} else {
t.setToIdentity();
}
t.translate(advanceTotal, y);
t.scale(scale, scale);
final Font.Glyph glyph = font.getGlyph(character);
final OutlineShape glyphShape = glyph.getShape();
if( null == glyphShape ) {
continue;
}
visitor.visit(glyphShape, t);
advanceTotal += glyph.getAdvance(pixelSize, true);
}
}
}
/**
* Add the string in 3D space w.r.t. the font and pixelSize at the end of the {@link GLRegion}.
* @param region the {@link GLRegion} sink
* @param vertexFactory vertex impl factory {@link Factory}
* @param font the target {@link Font}
* @param pixelSize Use {@link Font#getPixelSize(float, float)} for resolution correct pixel-size.
* @param str string text
* @param rgbaColor if {@link Region#hasColorChannel()} RGBA color must be passed, otherwise value is ignored.
*/
public static void addStringToRegion(final GLRegion region, final Factory<? extends Vertex> vertexFactory,
final Font font, final float pixelSize, final CharSequence str, final float[] rgbaColor) {
final ShapeVisitor visitor = new ShapeVisitor() {
public final void visit(final OutlineShape shape, final AffineTransform t) {
region.addOutlineShape(shape, t, region.hasColorChannel() ? rgbaColor : null);
} };
processString(visitor, null, font, pixelSize, str);
}
/**
* Render the string in 3D space w.r.t. the font and pixelSize
* using a cached {@link GLRegion} for reuse.
* <p>
* Cached {@link GLRegion}s will be destroyed w/ {@link #clear(GL2ES2)} or to free memory.
* </p>
* @param gl the current GL state
* @param font {@link Font} to be used
* @param pixelSize Use {@link Font#getPixelSize(float, float)} for resolution correct pixel-size.
* @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.
* @throws Exception if TextRenderer not initialized
*/
public void drawString3D(final GL2ES2 gl,
final Font font, final float pixelSize, final CharSequence str,
final float[] rgbaColor, final int[/*1*/] sampleCount) {
if( !renderer.isInitialized() ) {
throw new GLException("TextRendererImpl01: not initialized!");
}
final int special = 0;
GLRegion region = getCachedRegion(font, str, pixelSize, special);
if(null == region) {
region = GLRegion.create(renderer.getRenderModes());
addStringToRegion(region, renderer.getRenderState().getVertexFactory(), font, pixelSize, str, rgbaColor);
addCachedRegion(gl, font, str, pixelSize, special, region);
}
region.draw(gl, renderer, sampleCount);
}
/**
* Render the string in 3D space w.r.t. the font and pixelSize
* using a temporary {@link GLRegion}, which will be destroyed afterwards.
* <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(GLRegion, RegionRenderer, GL2ES2, Font, float, CharSequence, float[], int[])}
* instead.
* </p>
* @param gl the current GL state
* @param font {@link Font} to be used
* @param pixelSize Use {@link Font#getPixelSize(float, float)} for resolution correct pixel-size.
* @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.
* @throws Exception if TextRenderer not initialized
*/
public static void drawString3D(final RegionRenderer renderer, final GL2ES2 gl,
final Font font, final float pixelSize, final CharSequence str,
final float[] rgbaColor, final int[/*1*/] sampleCount) {
if(!renderer.isInitialized()){
throw new GLException("TextRendererImpl01: not initialized!");
}
final GLRegion region = GLRegion.create(renderer.getRenderModes());
addStringToRegion(region, renderer.getRenderState().getVertexFactory(), font, pixelSize, str, rgbaColor);
region.draw(gl, renderer, sampleCount);
region.destroy(gl, renderer);
}
/**
* Render the string in 3D space w.r.t. the font and pixelSize
* using the given {@link GLRegion}, which will {@link GLRegion#clear(GL2ES2, RegionRenderer) cleared} beforehand.
* @param gl the current GL state
* @param font {@link Font} to be used
* @param pixelSize Use {@link Font#getPixelSize(float, float)} for resolution correct pixel-size.
* @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.
* @throws Exception if TextRenderer not initialized
*/
public static void drawString3D(final GLRegion region, final RegionRenderer renderer, final GL2ES2 gl,
final Font font, final float pixelSize, final CharSequence str,
final float[] rgbaColor, final int[/*1*/] sampleCount) {
if(!renderer.isInitialized()){
throw new GLException("TextRendererImpl01: not initialized!");
}
region.clear(gl, renderer);
addStringToRegion(region, renderer.getRenderState().getVertexFactory(), font, pixelSize, str, rgbaColor);
region.draw(gl, renderer, sampleCount);
}
/**
* Clear all cached {@link GLRegions}.
*/
public void clear(GL2ES2 gl) {
// fluchCache(gl) already called
final Iterator<GLRegion> iterator = stringCacheMap.values().iterator();
while(iterator.hasNext()){
final GLRegion region = iterator.next();
region.destroy(gl, renderer);
}
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(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(GL2ES2 gl, 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(); }
protected final void validateCache(GL2ES2 gl, int space) {
if ( getCacheLimit() > 0 ) {
while ( getCacheSize() + space > getCacheLimit() ) {
removeCachedRegion(gl, 0);
}
}
}
protected final GLRegion getCachedRegion(Font font, CharSequence str, float pixelSize, int special) {
return stringCacheMap.get(getKey(font, str, pixelSize, special));
}
protected final void addCachedRegion(GL2ES2 gl, Font font, CharSequence str, float pixelSize, int special, GLRegion glyphString) {
if ( 0 != getCacheLimit() ) {
final String key = getKey(font, str, pixelSize, special);
final GLRegion oldRegion = stringCacheMap.put(key, glyphString);
if ( null == oldRegion ) {
// new entry ..
validateCache(gl, 1);
stringCacheArray.add(stringCacheArray.size(), key);
} /// else overwrite is nop ..
}
}
protected final void removeCachedRegion(GL2ES2 gl, Font font, CharSequence str, int pixelSize, int special) {
final String key = getKey(font, str, pixelSize, special);
final GLRegion region = stringCacheMap.remove(key);
if(null != region) {
region.destroy(gl, renderer);
}
stringCacheArray.remove(key);
}
protected final void removeCachedRegion(GL2ES2 gl, int idx) {
final String key = stringCacheArray.remove(idx);
if( null != key ) {
final GLRegion region = stringCacheMap.remove(key);
if(null != region) {
region.destroy(gl, renderer);
}
}
}
protected final String getKey(Font font, CharSequence str, float pixelSize, int special) {
final StringBuilder sb = new StringBuilder();
return font.getName(sb, Font.NAME_UNIQUNAME)
.append(".").append(str.hashCode()).append(".").append(Float.floatToIntBits(pixelSize)).append(special).toString();
}
/** Default cache limit, see {@link #setCacheLimit(int)} */
public static final int DEFAULT_CACHE_LIMIT = 256;
private final HashMap<String, GLRegion> stringCacheMap = new HashMap<String, GLRegion>(DEFAULT_CACHE_LIMIT);
private final ArrayList<String> stringCacheArray = new ArrayList<String>(DEFAULT_CACHE_LIMIT);
private int stringCacheLimit = DEFAULT_CACHE_LIMIT;
}
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