0ad/source/graphics/TextRenderer.cpp
Ykkrosh 91169c82c7 Optimise rendering of scrollable text boxes by clipping
Add optional clipping rectangle to CTextRenderer. Strings that are
printed
outside the vertical extent of the clipping rectangle will be
immediately
skipped. This greatly reduces the cost of large scrollable text boxes.

This was SVN commit r14019.
2013-10-18 16:05:02 +00:00

312 lines
7.6 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "TextRenderer.h"
#include "graphics/Font.h"
#include "graphics/FontManager.h"
#include "lib/ogl.h"
#include "ps/CStrIntern.h"
#include "renderer/Renderer.h"
extern int g_xres, g_yres;
CTextRenderer::CTextRenderer(const CShaderProgramPtr& shader) :
m_Shader(shader)
{
ResetTransform();
Color(CColor(1.0f, 1.0f, 1.0f, 1.0f));
Font(L"sans-10");
}
void CTextRenderer::ResetTransform()
{
m_Transform.SetIdentity();
m_Transform.Scale(1.0f, -1.f, 1.0f);
m_Transform.Translate(0.0f, (float)g_yres, -1000.0f);
CMatrix3D proj;
proj.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
m_Transform = proj * m_Transform;
m_Dirty = true;
}
CMatrix3D CTextRenderer::GetTransform()
{
return m_Transform;
}
void CTextRenderer::SetTransform(const CMatrix3D& transform)
{
m_Transform = transform;
m_Dirty = true;
}
void CTextRenderer::Translate(float x, float y, float z)
{
CMatrix3D m;
m.SetTranslation(x, y, z);
m_Transform = m_Transform * m;
m_Dirty = true;
}
void CTextRenderer::SetClippingRect(const CRect& rect)
{
m_Clipping = rect;
}
void CTextRenderer::Color(const CColor& color)
{
if (m_Color != color)
{
m_Color = color;
m_Dirty = true;
}
}
void CTextRenderer::Color(float r, float g, float b, float a)
{
Color(CColor(r, g, b, a));
}
void CTextRenderer::Font(const CStrW& font)
{
if (font != m_FontName)
{
m_FontName = font;
m_Font = g_Renderer.GetFontManager().LoadFont(font);
m_Dirty = true;
}
}
void CTextRenderer::PrintfAdvance(const wchar_t* fmt, ...)
{
wchar_t buf[1024] = {0};
va_list args;
va_start(args, fmt);
int ret = vswprintf(buf, ARRAY_SIZE(buf)-1, fmt, args);
va_end(args);
if (ret < 0)
debug_printf(L"CTextRenderer::Printf vswprintf failed (buffer size exceeded?) - return value %d, errno %d\n", ret, errno);
PutAdvance(buf);
}
void CTextRenderer::PrintfAt(float x, float y, const wchar_t* fmt, ...)
{
wchar_t buf[1024] = {0};
va_list args;
va_start(args, fmt);
int ret = vswprintf(buf, ARRAY_SIZE(buf)-1, fmt, args);
va_end(args);
if (ret < 0)
debug_printf(L"CTextRenderer::PrintfAt vswprintf failed (buffer size exceeded?) - return value %d, errno %d\n", ret, errno);
Put(x, y, buf);
}
void CTextRenderer::PutAdvance(const wchar_t* buf)
{
Put(0.0f, 0.0f, buf);
int w, h;
m_Font->CalculateStringSize(buf, w, h);
Translate((float)w, 0.0f, 0.0f);
}
void CTextRenderer::Put(float x, float y, const wchar_t* buf)
{
if (buf[0] == 0)
return; // empty string; don't bother storing
PutString(x, y, new std::wstring(buf), true);
}
void CTextRenderer::Put(float x, float y, const std::wstring* buf)
{
if (buf->empty())
return; // empty string; don't bother storing
PutString(x, y, buf, false);
}
void CTextRenderer::PutString(float x, float y, const std::wstring* buf, bool owned)
{
if (!m_Font)
return; // invalid font; can't render
if (m_Clipping != CRect())
{
float x0, y0, x1, y1;
m_Font->GetGlyphBounds(x0, y0, x1, y1);
if (y + y1 < m_Clipping.top)
return;
if (y + y0 > m_Clipping.bottom)
return;
}
// If any state has changed since the last batch, start a new batch
if (m_Dirty)
{
SBatch batch;
batch.chars = 0;
batch.transform = m_Transform;
batch.color = m_Color;
batch.font = m_Font;
m_Batches.push_back(batch);
m_Dirty = false;
}
// Push a new run onto the latest batch
SBatchRun run;
run.x = x;
run.y = y;
m_Batches.back().runs.push_back(run);
m_Batches.back().runs.back().text = buf;
m_Batches.back().runs.back().owned = owned;
m_Batches.back().chars += buf->size();
}
struct t2f_v2i
{
t2f_v2i() : u(0), v(0), x(0), y(0) { }
float u, v;
i16 x, y;
};
struct SBatchCompare
{
bool operator()(const CTextRenderer::SBatch& a, const CTextRenderer::SBatch& b)
{
if (a.font < b.font)
return true;
if (b.font < a.font)
return false;
// TODO: is it worth sorting by color/transform too?
return false;
}
};
void CTextRenderer::Render()
{
std::vector<u16> indexes;
std::vector<t2f_v2i> vertexes;
// Try to merge non-consecutive batches that share the same font/color/transform:
// sort the batch list by font, then merge the runs of adjacent compatible batches
m_Batches.sort(SBatchCompare());
for (std::list<SBatch>::iterator it = m_Batches.begin(); it != m_Batches.end(); )
{
std::list<SBatch>::iterator next = it;
++next;
if (next != m_Batches.end() && it->font == next->font && it->color == next->color && it->transform == next->transform)
{
it->chars += next->chars;
it->runs.splice(it->runs.end(), next->runs);
m_Batches.erase(next);
}
else
++it;
}
for (std::list<SBatch>::iterator it = m_Batches.begin(); it != m_Batches.end(); ++it)
{
SBatch& batch = *it;
const CFont::GlyphMap& glyphs = batch.font->GetGlyphs();
m_Shader->BindTexture(str_tex, batch.font->GetTexture());
m_Shader->Uniform(str_transform, batch.transform);
// ALPHA-only textures will have .rgb sampled as 0, so we need to
// replace it with white (but not affect RGBA textures)
if (batch.font->HasRGB())
m_Shader->Uniform(str_colorAdd, CColor(0.0f, 0.0f, 0.0f, 0.0f));
else
m_Shader->Uniform(str_colorAdd, CColor(1.0f, 1.0f, 1.0f, 0.0f));
m_Shader->Uniform(str_colorMul, batch.color);
vertexes.resize(batch.chars*4);
indexes.resize(batch.chars*6);
size_t idx = 0;
for (std::list<SBatchRun>::iterator runit = batch.runs.begin(); runit != batch.runs.end(); ++runit)
{
SBatchRun& run = *runit;
i16 x = run.x;
i16 y = run.y;
for (size_t i = 0; i < run.text->size(); ++i)
{
const CFont::GlyphData* g = glyphs.get((*run.text)[i]);
if (!g)
g = glyphs.get(0xFFFD); // Use the missing glyph symbol
if (!g) // Missing the missing glyph symbol - give up
continue;
vertexes[idx*4].u = g->u1;
vertexes[idx*4].v = g->v0;
vertexes[idx*4].x = g->x1 + x;
vertexes[idx*4].y = g->y0 + y;
vertexes[idx*4+1].u = g->u0;
vertexes[idx*4+1].v = g->v0;
vertexes[idx*4+1].x = g->x0 + x;
vertexes[idx*4+1].y = g->y0 + y;
vertexes[idx*4+2].u = g->u0;
vertexes[idx*4+2].v = g->v1;
vertexes[idx*4+2].x = g->x0 + x;
vertexes[idx*4+2].y = g->y1 + y;
vertexes[idx*4+3].u = g->u1;
vertexes[idx*4+3].v = g->v1;
vertexes[idx*4+3].x = g->x1 + x;
vertexes[idx*4+3].y = g->y1 + y;
indexes[idx*6+0] = idx*4+0;
indexes[idx*6+1] = idx*4+1;
indexes[idx*6+2] = idx*4+2;
indexes[idx*6+3] = idx*4+2;
indexes[idx*6+4] = idx*4+3;
indexes[idx*6+5] = idx*4+0;
x += g->xadvance;
idx++;
}
}
m_Shader->VertexPointer(2, GL_SHORT, sizeof(t2f_v2i), &vertexes[0].x);
m_Shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, sizeof(t2f_v2i), &vertexes[0].u);
glDrawElements(GL_TRIANGLES, indexes.size(), GL_UNSIGNED_SHORT, &indexes[0]);
}
m_Batches.clear();
}