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-rw-r--r--xbmc/guilib/GUIFontTTFGL.cpp494
1 files changed, 494 insertions, 0 deletions
diff --git a/xbmc/guilib/GUIFontTTFGL.cpp b/xbmc/guilib/GUIFontTTFGL.cpp
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+++ b/xbmc/guilib/GUIFontTTFGL.cpp
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+/*
+ * Copyright (C) 2005-2018 Team Kodi
+ * This file is part of Kodi - https://kodi.tv
+ *
+ * SPDX-License-Identifier: GPL-2.0-or-later
+ * See LICENSES/README.md for more information.
+ */
+
+#include "GUIFontTTFGL.h"
+
+#include "GUIFont.h"
+#include "GUIFontManager.h"
+#include "ServiceBroker.h"
+#include "Texture.h"
+#include "TextureManager.h"
+#include "gui3d.h"
+#include "utils/GLUtils.h"
+#include "utils/log.h"
+#include "windowing/GraphicContext.h"
+#ifdef HAS_GL
+#include "rendering/gl/RenderSystemGL.h"
+#elif HAS_GLES
+#include "rendering/gles/RenderSystemGLES.h"
+#endif
+#include "rendering/MatrixGL.h"
+
+#include <cassert>
+#include <memory>
+
+// stuff for freetype
+#include <ft2build.h>
+#include FT_FREETYPE_H
+#include FT_GLYPH_H
+#include FT_OUTLINE_H
+
+namespace
+{
+constexpr size_t ELEMENT_ARRAY_MAX_CHAR_INDEX = 1000;
+} /* namespace */
+
+CGUIFontTTF* CGUIFontTTF::CreateGUIFontTTF(const std::string& fontIdent)
+{
+ return new CGUIFontTTFGL(fontIdent);
+}
+
+CGUIFontTTFGL::CGUIFontTTFGL(const std::string& fontIdent) : CGUIFontTTF(fontIdent)
+{
+}
+
+CGUIFontTTFGL::~CGUIFontTTFGL(void)
+{
+ // It's important that all the CGUIFontCacheEntry objects are
+ // destructed before the CGUIFontTTFGL goes out of scope, because
+ // our virtual methods won't be accessible after this point
+ m_dynamicCache.Flush();
+ DeleteHardwareTexture();
+}
+
+bool CGUIFontTTFGL::FirstBegin()
+{
+#if defined(HAS_GL)
+ GLenum pixformat = GL_RED;
+ GLenum internalFormat;
+ unsigned int major, minor;
+ CRenderSystemGL* renderSystem = dynamic_cast<CRenderSystemGL*>(CServiceBroker::GetRenderSystem());
+ renderSystem->GetRenderVersion(major, minor);
+ if (major >= 3)
+ internalFormat = GL_R8;
+ else
+ internalFormat = GL_LUMINANCE;
+ renderSystem->EnableShader(ShaderMethodGL::SM_FONTS);
+#else
+ CRenderSystemGLES* renderSystem =
+ dynamic_cast<CRenderSystemGLES*>(CServiceBroker::GetRenderSystem());
+ renderSystem->EnableGUIShader(ShaderMethodGLES::SM_FONTS);
+ GLenum pixformat = GL_ALPHA; // deprecated
+ GLenum internalFormat = GL_ALPHA;
+#endif
+
+ if (m_textureStatus == TEXTURE_REALLOCATED)
+ {
+ if (glIsTexture(m_nTexture))
+ CServiceBroker::GetGUI()->GetTextureManager().ReleaseHwTexture(m_nTexture);
+ m_textureStatus = TEXTURE_VOID;
+ }
+
+ if (m_textureStatus == TEXTURE_VOID)
+ {
+ // Have OpenGL generate a texture object handle for us
+ glGenTextures(1, static_cast<GLuint*>(&m_nTexture));
+
+ // Bind the texture object
+ glBindTexture(GL_TEXTURE_2D, m_nTexture);
+
+ // Set the texture's stretching properties
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Set the texture image -- THIS WORKS, so the pixels must be wrong.
+ glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, m_texture->GetWidth(), m_texture->GetHeight(), 0,
+ pixformat, GL_UNSIGNED_BYTE, 0);
+
+ VerifyGLState();
+ m_textureStatus = TEXTURE_UPDATED;
+ }
+
+ if (m_textureStatus == TEXTURE_UPDATED)
+ {
+ // Copies one more line in case we have to sample from there
+ m_updateY2 = std::min(m_updateY2 + 1, m_texture->GetHeight());
+
+ glBindTexture(GL_TEXTURE_2D, m_nTexture);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_updateY1, m_texture->GetWidth(), m_updateY2 - m_updateY1,
+ pixformat, GL_UNSIGNED_BYTE,
+ m_texture->GetPixels() + m_updateY1 * m_texture->GetPitch());
+
+ m_updateY1 = m_updateY2 = 0;
+ m_textureStatus = TEXTURE_READY;
+ }
+
+ // Turn Blending On
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_ONE);
+ glEnable(GL_BLEND);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, m_nTexture);
+
+ return true;
+}
+
+void CGUIFontTTFGL::LastEnd()
+{
+ CWinSystemBase* const winSystem = CServiceBroker::GetWinSystem();
+ if (!winSystem)
+ return;
+
+#ifdef HAS_GL
+ CRenderSystemGL* renderSystem = dynamic_cast<CRenderSystemGL*>(CServiceBroker::GetRenderSystem());
+
+ GLint posLoc = renderSystem->ShaderGetPos();
+ GLint colLoc = renderSystem->ShaderGetCol();
+ GLint tex0Loc = renderSystem->ShaderGetCoord0();
+ GLint modelLoc = renderSystem->ShaderGetModel();
+
+ CreateStaticVertexBuffers();
+
+ // Enable the attributes used by this shader
+ glEnableVertexAttribArray(posLoc);
+ glEnableVertexAttribArray(colLoc);
+ glEnableVertexAttribArray(tex0Loc);
+
+ if (!m_vertex.empty())
+ {
+
+ // Deal with vertices that had to use software clipping
+ std::vector<SVertex> vecVertices(6 * (m_vertex.size() / 4));
+ SVertex* vertices = &vecVertices[0];
+ for (size_t i = 0; i < m_vertex.size(); i += 4)
+ {
+ *vertices++ = m_vertex[i];
+ *vertices++ = m_vertex[i + 1];
+ *vertices++ = m_vertex[i + 2];
+
+ *vertices++ = m_vertex[i + 1];
+ *vertices++ = m_vertex[i + 3];
+ *vertices++ = m_vertex[i + 2];
+ }
+ vertices = &vecVertices[0];
+
+ GLuint VertexVBO;
+
+ glGenBuffers(1, &VertexVBO);
+ glBindBuffer(GL_ARRAY_BUFFER, VertexVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(SVertex) * vecVertices.size(), &vecVertices[0],
+ GL_STATIC_DRAW);
+
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, sizeof(SVertex),
+ reinterpret_cast<const GLvoid*>(offsetof(SVertex, x)));
+ glVertexAttribPointer(colLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(SVertex),
+ reinterpret_cast<const GLvoid*>(offsetof(SVertex, r)));
+ glVertexAttribPointer(tex0Loc, 2, GL_FLOAT, GL_FALSE, sizeof(SVertex),
+ reinterpret_cast<const GLvoid*>(offsetof(SVertex, u)));
+
+ glDrawArrays(GL_TRIANGLES, 0, vecVertices.size());
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glDeleteBuffers(1, &VertexVBO);
+ }
+
+#else
+ // GLES 2.0 version.
+ CRenderSystemGLES* renderSystem =
+ dynamic_cast<CRenderSystemGLES*>(CServiceBroker::GetRenderSystem());
+
+ GLint posLoc = renderSystem->GUIShaderGetPos();
+ GLint colLoc = renderSystem->GUIShaderGetCol();
+ GLint tex0Loc = renderSystem->GUIShaderGetCoord0();
+ GLint modelLoc = renderSystem->GUIShaderGetModel();
+
+
+ CreateStaticVertexBuffers();
+
+ // Enable the attributes used by this shader
+ glEnableVertexAttribArray(posLoc);
+ glEnableVertexAttribArray(colLoc);
+ glEnableVertexAttribArray(tex0Loc);
+
+ if (!m_vertex.empty())
+ {
+ // Deal with vertices that had to use software clipping
+ std::vector<SVertex> vecVertices(6 * (m_vertex.size() / 4));
+ SVertex* vertices = &vecVertices[0];
+
+ for (size_t i = 0; i < m_vertex.size(); i += 4)
+ {
+ *vertices++ = m_vertex[i];
+ *vertices++ = m_vertex[i + 1];
+ *vertices++ = m_vertex[i + 2];
+
+ *vertices++ = m_vertex[i + 1];
+ *vertices++ = m_vertex[i + 3];
+ *vertices++ = m_vertex[i + 2];
+ }
+
+ vertices = &vecVertices[0];
+
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, sizeof(SVertex),
+ reinterpret_cast<char*>(vertices) + offsetof(SVertex, x));
+ glVertexAttribPointer(colLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(SVertex),
+ reinterpret_cast<char*>(vertices) + offsetof(SVertex, r));
+ glVertexAttribPointer(tex0Loc, 2, GL_FLOAT, GL_FALSE, sizeof(SVertex),
+ reinterpret_cast<char*>(vertices) + offsetof(SVertex, u));
+
+ glDrawArrays(GL_TRIANGLES, 0, vecVertices.size());
+ }
+#endif
+
+ if (!m_vertexTrans.empty())
+ {
+ // Deal with the vertices that can be hardware clipped and therefore translated
+
+ // Bind our pre-calculated array to GL_ELEMENT_ARRAY_BUFFER
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elementArrayHandle);
+ // Store current scissor
+ CGraphicContext& context = winSystem->GetGfxContext();
+ CRect scissor = context.StereoCorrection(context.GetScissors());
+
+ for (size_t i = 0; i < m_vertexTrans.size(); i++)
+ {
+ if (m_vertexTrans[i].m_vertexBuffer->bufferHandle == 0)
+ {
+ continue;
+ }
+
+ // Apply the clip rectangle
+ CRect clip = renderSystem->ClipRectToScissorRect(m_vertexTrans[i].m_clip);
+ if (!clip.IsEmpty())
+ {
+ // intersect with current scissor
+ clip.Intersect(scissor);
+ // skip empty clip
+ if (clip.IsEmpty())
+ continue;
+ renderSystem->SetScissors(clip);
+ }
+
+ // Apply the translation to the currently active (top-of-stack) model view matrix
+ glMatrixModview.Push();
+ glMatrixModview.Get().Translatef(m_vertexTrans[i].m_translateX, m_vertexTrans[i].m_translateY,
+ m_vertexTrans[i].m_translateZ);
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glMatrixModview.Get());
+
+ // Bind the buffer to the OpenGL context's GL_ARRAY_BUFFER binding point
+ glBindBuffer(GL_ARRAY_BUFFER, m_vertexTrans[i].m_vertexBuffer->bufferHandle);
+
+ // Do the actual drawing operation, split into groups of characters no
+ // larger than the pre-determined size of the element array
+ for (size_t character = 0; m_vertexTrans[i].m_vertexBuffer->size > character;
+ character += ELEMENT_ARRAY_MAX_CHAR_INDEX)
+ {
+ size_t count = m_vertexTrans[i].m_vertexBuffer->size - character;
+ count = std::min<size_t>(count, ELEMENT_ARRAY_MAX_CHAR_INDEX);
+
+ // Set up the offsets of the various vertex attributes within the buffer
+ // object bound to GL_ARRAY_BUFFER
+ glVertexAttribPointer(
+ posLoc, 3, GL_FLOAT, GL_FALSE, sizeof(SVertex),
+ reinterpret_cast<GLvoid*>(character * sizeof(SVertex) * 4 + offsetof(SVertex, x)));
+ glVertexAttribPointer(
+ colLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(SVertex),
+ reinterpret_cast<GLvoid*>(character * sizeof(SVertex) * 4 + offsetof(SVertex, r)));
+ glVertexAttribPointer(
+ tex0Loc, 2, GL_FLOAT, GL_FALSE, sizeof(SVertex),
+ reinterpret_cast<GLvoid*>(character * sizeof(SVertex) * 4 + offsetof(SVertex, u)));
+
+ glDrawElements(GL_TRIANGLES, 6 * count, GL_UNSIGNED_SHORT, 0);
+ }
+
+ glMatrixModview.Pop();
+ }
+ // Restore the original scissor rectangle
+ renderSystem->SetScissors(scissor);
+ // Restore the original model view matrix
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glMatrixModview.Get());
+ // Unbind GL_ARRAY_BUFFER and GL_ELEMENT_ARRAY_BUFFER
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ // Disable the attributes used by this shader
+ glDisableVertexAttribArray(posLoc);
+ glDisableVertexAttribArray(colLoc);
+ glDisableVertexAttribArray(tex0Loc);
+
+#ifdef HAS_GL
+ renderSystem->DisableShader();
+#else
+ renderSystem->DisableGUIShader();
+#endif
+}
+
+CVertexBuffer CGUIFontTTFGL::CreateVertexBuffer(const std::vector<SVertex>& vertices) const
+{
+ assert(vertices.size() % 4 == 0);
+ GLuint bufferHandle = 0;
+
+ // Do not create empty buffers, leave buffer as 0, it will be ignored in drawing stage
+ if (!vertices.empty())
+ {
+ // Generate a unique buffer object name and put it in bufferHandle
+ glGenBuffers(1, &bufferHandle);
+ // Bind the buffer to the OpenGL context's GL_ARRAY_BUFFER binding point
+ glBindBuffer(GL_ARRAY_BUFFER, bufferHandle);
+ // Create a data store for the buffer object bound to the GL_ARRAY_BUFFER
+ // binding point (i.e. our buffer object) and initialise it from the
+ // specified client-side pointer
+ glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(SVertex), vertices.data(),
+ GL_STATIC_DRAW);
+ // Unbind GL_ARRAY_BUFFER
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+
+ return CVertexBuffer(bufferHandle, vertices.size() / 4, this);
+}
+
+void CGUIFontTTFGL::DestroyVertexBuffer(CVertexBuffer& buffer) const
+{
+ if (buffer.bufferHandle != 0)
+ {
+ // Release the buffer name for reuse
+ glDeleteBuffers(1, static_cast<GLuint*>(&buffer.bufferHandle));
+ buffer.bufferHandle = 0;
+ }
+}
+
+std::unique_ptr<CTexture> CGUIFontTTFGL::ReallocTexture(unsigned int& newHeight)
+{
+ newHeight = CTexture::PadPow2(newHeight);
+
+ std::unique_ptr<CTexture> newTexture =
+ CTexture::CreateTexture(m_textureWidth, newHeight, XB_FMT_A8);
+
+ if (!newTexture || !newTexture->GetPixels())
+ {
+ CLog::Log(LOGERROR, "GUIFontTTFGL::{}: Error creating new cache texture for size {:f}",
+ __func__, m_height);
+ return nullptr;
+ }
+
+ m_textureHeight = newTexture->GetHeight();
+ m_textureScaleY = 1.0f / m_textureHeight;
+ m_textureWidth = newTexture->GetWidth();
+ m_textureScaleX = 1.0f / m_textureWidth;
+ if (m_textureHeight < newHeight)
+ CLog::Log(LOGWARNING, "GUIFontTTFGL::{}: allocated new texture with height of {}, requested {}",
+ __func__, m_textureHeight, newHeight);
+ m_staticCache.Flush();
+ m_dynamicCache.Flush();
+
+ memset(newTexture->GetPixels(), 0, m_textureHeight * newTexture->GetPitch());
+ if (m_texture)
+ {
+ m_updateY1 = 0;
+ m_updateY2 = m_texture->GetHeight();
+
+ unsigned char* src = m_texture->GetPixels();
+ unsigned char* dst = newTexture->GetPixels();
+ for (unsigned int y = 0; y < m_texture->GetHeight(); y++)
+ {
+ memcpy(dst, src, m_texture->GetPitch());
+ src += m_texture->GetPitch();
+ dst += newTexture->GetPitch();
+ }
+ }
+
+ m_textureStatus = TEXTURE_REALLOCATED;
+
+ return newTexture;
+}
+
+bool CGUIFontTTFGL::CopyCharToTexture(
+ FT_BitmapGlyph bitGlyph, unsigned int x1, unsigned int y1, unsigned int x2, unsigned int y2)
+{
+ FT_Bitmap bitmap = bitGlyph->bitmap;
+
+ unsigned char* source = bitmap.buffer;
+ unsigned char* target = m_texture->GetPixels() + y1 * m_texture->GetPitch() + x1;
+
+ for (unsigned int y = y1; y < y2; y++)
+ {
+ memcpy(target, source, x2 - x1);
+ source += bitmap.width;
+ target += m_texture->GetPitch();
+ }
+
+ switch (m_textureStatus)
+ {
+ case TEXTURE_UPDATED:
+ {
+ m_updateY1 = std::min(m_updateY1, y1);
+ m_updateY2 = std::max(m_updateY2, y2);
+ }
+ break;
+
+ case TEXTURE_READY:
+ {
+ m_updateY1 = y1;
+ m_updateY2 = y2;
+ m_textureStatus = TEXTURE_UPDATED;
+ }
+ break;
+
+ case TEXTURE_REALLOCATED:
+ {
+ m_updateY2 = std::max(m_updateY2, y2);
+ }
+ break;
+
+ case TEXTURE_VOID:
+ default:
+ break;
+ }
+
+ return true;
+}
+
+void CGUIFontTTFGL::DeleteHardwareTexture()
+{
+ if (m_textureStatus != TEXTURE_VOID)
+ {
+ if (glIsTexture(m_nTexture))
+ CServiceBroker::GetGUI()->GetTextureManager().ReleaseHwTexture(m_nTexture);
+
+ m_textureStatus = TEXTURE_VOID;
+ m_updateY1 = m_updateY2 = 0;
+ }
+}
+
+void CGUIFontTTFGL::CreateStaticVertexBuffers(void)
+{
+ if (m_staticVertexBufferCreated)
+ return;
+
+ // Bind a new buffer to the OpenGL context's GL_ELEMENT_ARRAY_BUFFER binding point
+ glGenBuffers(1, &m_elementArrayHandle);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elementArrayHandle);
+
+ // Create an array holding the mesh indices to convert quads to triangles
+ GLushort index[ELEMENT_ARRAY_MAX_CHAR_INDEX][6];
+ for (size_t i = 0; i < ELEMENT_ARRAY_MAX_CHAR_INDEX; i++)
+ {
+ index[i][0] = 4 * i;
+ index[i][1] = 4 * i + 1;
+ index[i][2] = 4 * i + 2;
+ index[i][3] = 4 * i + 1;
+ index[i][4] = 4 * i + 3;
+ index[i][5] = 4 * i + 2;
+ }
+
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof index, index, GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ m_staticVertexBufferCreated = true;
+}
+
+void CGUIFontTTFGL::DestroyStaticVertexBuffers(void)
+{
+ if (!m_staticVertexBufferCreated)
+ return;
+
+ glDeleteBuffers(1, &m_elementArrayHandle);
+ m_staticVertexBufferCreated = false;
+}
+
+GLuint CGUIFontTTFGL::m_elementArrayHandle{0};
+bool CGUIFontTTFGL::m_staticVertexBufferCreated{false};