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processing/core/src/processing/opengl/FontTexture.java at master · 2php/processing · GitHub
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FontTexture.java
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/* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
/*
Part of the Processing project - http://processing.org
Copyright (c) 2012-15 The Processing Foundation
Copyright (c) 2004-12 Ben Fry and Casey Reas
Copyright (c) 2001-04 Massachusetts Institute of Technology
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation, version 2.1.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General
Public License along with this library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
package
processing
.
opengl
;
import
processing
.
core
.
PApplet
;
import
processing
.
core
.
PConstants
;
import
processing
.
core
.
PFont
;
import
processing
.
core
.
PGraphics
;
import
processing
.
core
.
PImage
;
import
java
.
util
.
HashMap
;
/**
* All the infrastructure needed for optimized font rendering
* in OpenGL. Basically, this special class is needed because
* fonts in Processing are handled by a separate PImage for each
* glyph. For performance reasons, all these glyphs should be
* stored in a single OpenGL texture (otherwise, rendering a
* string of text would involve binding and un-binding several
* textures.
* PFontTexture manages the correspondence between individual
* glyphs and the large OpenGL texture containing them. Also,
* in the case that the font size is very large, one single
* OpenGL texture might not be enough to store all the glyphs,
* so PFontTexture also takes care of spreading a single font
* over several textures.
* @author Andres Colubri
*/
class
FontTexture
implements
PConstants
{
protected
PGL
pgl
;
protected
boolean
is3D
;
protected
int
minSize
;
protected
int
maxSize
;
protected
int
offsetX
;
protected
int
offsetY
;
protected
int
lineHeight
;
protected
Texture
[]
textures
=
null
;
protected
PImage
[]
images
=
null
;
protected
int
lastTex
;
protected
TextureInfo
[]
glyphTexinfos
;
protected
HashMap
<
PFont
.
Glyph
,
TextureInfo
>
texinfoMap
;
public
FontTexture
(
PGraphicsOpenGL
pg
,
PFont
font
,
boolean
is3D
) {
pgl
=
pg
.
pgl
;
this
.
is3D
=
is3D
;
initTexture
(
pg
,
font
);
}
protected
void
allocate
() {
// Nothing to do here: the font textures will allocate
// themselves.
}
protected
void
dispose
() {
for
(
int
i
=
0
;
i
<
textures
.
length
;
i
++) {
textures
[
i
].
dispose
();
}
}
protected
void
initTexture
(
PGraphicsOpenGL
pg
,
PFont
font
) {
lastTex
= -
1
;
int
spow
=
PGL
.
nextPowerOfTwo
(
font
.
getSize
());
minSize
=
PApplet
.
min
(
PGraphicsOpenGL
.
maxTextureSize
,
PApplet
.
max
(
PGL
.
MIN_FONT_TEX_SIZE
,
spow
));
maxSize
=
PApplet
.
min
(
PGraphicsOpenGL
.
maxTextureSize
,
PApplet
.
max
(
PGL
.
MAX_FONT_TEX_SIZE
,
2
*
spow
));
if
(
maxSize
<
spow
) {
PGraphics
.
showWarning
(
"The font size is too large to be properly "
+
"displayed with OpenGL"
);
}
addTexture
(
pg
);
offsetX
=
0
;
offsetY
=
0
;
lineHeight
=
0
;
texinfoMap
=
new
HashMap
<
PFont
.
Glyph
,
TextureInfo
>();
glyphTexinfos
=
new
TextureInfo
[
font
.
getGlyphCount
()];
addAllGlyphsToTexture
(
pg
,
font
);
}
public
boolean
addTexture
(
PGraphicsOpenGL
pg
) {
int
w
,
h
;
boolean
resize
;
w
=
maxSize
;
if
(-
1
<
lastTex
&&
textures
[
lastTex
].
glHeight
<
maxSize
) {
// The height of the current texture is less than the maximum, this
// means we can replace it with a larger texture.
h
=
PApplet
.
min
(
2
*
textures
[
lastTex
].
glHeight
,
maxSize
);
resize
=
true
;
}
else
{
h
=
minSize
;
resize
=
false
;
}
Texture
tex
;
if
(
is3D
) {
// Bilinear sampling ensures that the texture doesn't look pixelated
// either when it is magnified or minified...
tex
=
new
Texture
(
pg
,
w
,
h
,
new
Texture
.
Parameters
(
ARGB
,
Texture
.
BILINEAR
,
false
));
}
else
{
// ...however, the effect of bilinear sampling is to add some blurriness
// to the text in its original size. In 2D, we assume that text will be
// shown at its original size, so linear sampling is chosen instead (which
// only affects minimized text).
tex
=
new
Texture
(
pg
,
w
,
h
,
new
Texture
.
Parameters
(
ARGB
,
Texture
.
LINEAR
,
false
));
}
if
(
textures
==
null
) {
textures
=
new
Texture
[
1
];
textures
[
0
] =
tex
;
images
=
new
PImage
[
1
];
images
[
0
] =
pg
.
wrapTexture
(
tex
);
lastTex
=
0
;
}
else
if
(
resize
) {
// Replacing old smaller texture with larger one.
// But first we must copy the contents of the older
// texture into the new one.
Texture
tex0
=
textures
[
lastTex
];
tex
.
put
(
tex0
);
textures
[
lastTex
] =
tex
;
pg
.
setCache
(
images
[
lastTex
],
tex
);
images
[
lastTex
].
width
=
tex
.
width
;
images
[
lastTex
].
height
=
tex
.
height
;
}
else
{
// Adding new texture to the list.
lastTex
=
textures
.
length
;
Texture
[]
tempTex
=
new
Texture
[
lastTex
+
1
];
PApplet
.
arrayCopy
(
textures
,
tempTex
,
textures
.
length
);
tempTex
[
lastTex
] =
tex
;
textures
=
tempTex
;
PImage
[]
tempImg
=
new
PImage
[
textures
.
length
];
PApplet
.
arrayCopy
(
images
,
tempImg
,
images
.
length
);
tempImg
[
lastTex
] =
pg
.
wrapTexture
(
tex
);
images
=
tempImg
;
}
// Make sure that the current texture is bound.
tex
.
bind
();
return
resize
;
}
public
void
begin
() {
}
public
void
end
() {
for
(
int
i
=
0
;
i
<
textures
.
length
;
i
++) {
pgl
.
disableTexturing
(
textures
[
i
].
glTarget
);
}
}
public
PImage
getTexture
(
TextureInfo
info
) {
return
images
[
info
.
texIndex
];
}
// Add all the current glyphs to opengl texture.
public
void
addAllGlyphsToTexture
(
PGraphicsOpenGL
pg
,
PFont
font
) {
// loop over current glyphs.
for
(
int
i
=
0
;
i
<
font
.
getGlyphCount
();
i
++) {
addToTexture
(
pg
,
i
,
font
.
getGlyph
(
i
));
}
}
public
void
updateGlyphsTexCoords
() {
// loop over current glyphs.
for
(
int
i
=
0
;
i
<
glyphTexinfos
.
length
;
i
++) {
TextureInfo
tinfo
=
glyphTexinfos
[
i
];
if
(
tinfo
!=
null
&&
tinfo
.
texIndex
==
lastTex
) {
tinfo
.
updateUV
();
}
}
}
public
TextureInfo
getTexInfo
(
PFont
.
Glyph
glyph
) {
TextureInfo
info
=
texinfoMap
.
get
(
glyph
);
return
info
;
}
public
TextureInfo
addToTexture
(
PGraphicsOpenGL
pg
,
PFont
.
Glyph
glyph
) {
int
n
=
glyphTexinfos
.
length
;
if
(
n
==
0
) {
glyphTexinfos
=
new
TextureInfo
[
1
];
}
addToTexture
(
pg
,
n
,
glyph
);
return
glyphTexinfos
[
n
];
}
public
boolean
contextIsOutdated
() {
boolean
outdated
=
false
;
for
(
int
i
=
0
;
i
<
textures
.
length
;
i
++) {
if
(
textures
[
i
].
contextIsOutdated
()) {
outdated
=
true
;
}
}
if
(
outdated
) {
for
(
int
i
=
0
;
i
<
textures
.
length
;
i
++) {
textures
[
i
].
dispose
();
}
}
return
outdated
;
}
// public void draw() {
// Texture tex = textures[lastTex];
// pgl.drawTexture(tex.glTarget, tex.glName,
// tex.glWidth, tex.glHeight,
// 0, 0, tex.glWidth, tex.glHeight);
// }
// Adds this glyph to the opengl texture in PFont.
protected
void
addToTexture
(
PGraphicsOpenGL
pg
,
int
idx
,
PFont
.
Glyph
glyph
) {
// We add one pixel to avoid issues when sampling the font texture at
// fractional screen positions. I.e.: the pixel on the screen only contains
// half of the font rectangle, so it would sample half of the color from the
// glyph area in the texture, and the other half from the contiguous pixel.
// If the later contains a portion of the neighbor glyph and the former
// doesn't, this would result in a shaded pixel when the correct output is
// blank. This is a consequence of putting all the glyphs in a common
// texture with bilinear sampling.
int
w
=
1
+
glyph
.
width
+
1
;
int
h
=
1
+
glyph
.
height
+
1
;
// Converting the pixels array from the PImage into a valid RGBA array for
// OpenGL.
int
[]
rgba
=
new
int
[
w
*
h
];
int
t
=
0
;
int
p
=
0
;
if
(
PGL
.
BIG_ENDIAN
) {
java
.
util
.
Arrays
.
fill
(
rgba
,
0
,
w
,
0xFFFFFF00
);
// Set the first row to blank pixels.
t
=
w
;
for
(
int
y
=
0
;
y
<
glyph
.
height
;
y
++) {
rgba
[
t
++] =
0xFFFFFF00
;
// Set the leftmost pixel in this row as blank
for
(
int
x
=
0
;
x
<
glyph
.
width
;
x
++) {
rgba
[
t
++] =
0xFFFFFF00
|
glyph
.
image
.
pixels
[
p
++];
}
rgba
[
t
++] =
0xFFFFFF00
;
// Set the rightmost pixel in this row as blank
}
java
.
util
.
Arrays
.
fill
(
rgba
, (
h
-
1
) *
w
,
h
*
w
,
0xFFFFFF00
);
// Set the last row to blank pixels.
}
else
{
java
.
util
.
Arrays
.
fill
(
rgba
,
0
,
w
,
0x00FFFFFF
);
// Set the first row to blank pixels.
t
=
w
;
for
(
int
y
=
0
;
y
<
glyph
.
height
;
y
++) {
rgba
[
t
++] =
0x00FFFFFF
;
// Set the leftmost pixel in this row as blank
for
(
int
x
=
0
;
x
<
glyph
.
width
;
x
++) {
rgba
[
t
++] = (
glyph
.
image
.
pixels
[
p
++] <<
24
) |
0x00FFFFFF
;
}
rgba
[
t
++] =
0x00FFFFFF
;
// Set the rightmost pixel in this row as blank
}
java
.
util
.
Arrays
.
fill
(
rgba
, (
h
-
1
) *
w
,
h
*
w
,
0x00FFFFFF
);
// Set the last row to blank pixels.
}
// Is there room for this glyph in the current line?
if
(
offsetX
+
w
>
textures
[
lastTex
].
glWidth
) {
// No room, go to the next line:
offsetX
=
0
;
offsetY
+=
lineHeight
;
}
lineHeight
=
Math
.
max
(
lineHeight
,
h
);
boolean
resized
=
false
;
if
(
offsetY
+
lineHeight
>
textures
[
lastTex
].
glHeight
) {
// We run out of space in the current texture, so we add a new texture:
resized
=
addTexture
(
pg
);
if
(
resized
) {
// Because the current texture has been resized, we need to
// update the UV coordinates of all the glyphs associated to it:
updateGlyphsTexCoords
();
}
else
{
// A new texture has been created. Reseting texture coordinates
// and line.
offsetX
=
0
;
offsetY
=
0
;
lineHeight
=
0
;
}
}
TextureInfo
tinfo
=
new
TextureInfo
(
lastTex
,
offsetX
,
offsetY
,
w
,
h
,
rgba
);
offsetX
+=
w
;
if
(
idx
==
glyphTexinfos
.
length
) {
TextureInfo
[]
temp
=
new
TextureInfo
[
glyphTexinfos
.
length
+
1
];
System
.
arraycopy
(
glyphTexinfos
,
0
,
temp
,
0
,
glyphTexinfos
.
length
);
glyphTexinfos
=
temp
;
}
glyphTexinfos
[
idx
] =
tinfo
;
texinfoMap
.
put
(
glyph
,
tinfo
);
}
class
TextureInfo
{
int
texIndex
;
int
width
;
int
height
;
int
[]
crop
;
float
u0
,
u1
;
float
v0
,
v1
;
int
[]
pixels
;
TextureInfo
(
int
tidx
,
int
cropX
,
int
cropY
,
int
cropW
,
int
cropH
,
int
[]
pix
) {
texIndex
=
tidx
;
crop
=
new
int
[
4
];
// The region of the texture corresponding to the glyph is surrounded by a
// 1-pixel wide border to avoid artifacts due to bilinear sampling. This
// is why the additions and subtractions to the crop values.
crop
[
0
] =
cropX
+
1
;
crop
[
1
] =
cropY
+
1
+
cropH
-
2
;
crop
[
2
] =
cropW
-
2
;
crop
[
3
] = -
cropH
+
2
;
pixels
=
pix
;
updateUV
();
updateTex
();
}
void
updateUV
() {
width
=
textures
[
texIndex
].
glWidth
;
height
=
textures
[
texIndex
].
glHeight
;
u0
= (
float
)
crop
[
0
] / (
float
)
width
;
u1
=
u0
+ (
float
)
crop
[
2
] / (
float
)
width
;
v0
= (
float
)(
crop
[
1
] +
crop
[
3
]) / (
float
)
height
;
v1
=
v0
- (
float
)
crop
[
3
] / (
float
)
height
;
}
void
updateTex
() {
textures
[
texIndex
].
setNative
(
pixels
,
crop
[
0
] -
1
,
crop
[
1
] +
crop
[
3
] -
1
,
crop
[
2
] +
2
, -
crop
[
3
] +
2
);
}
}
}
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