leocad/common/lc_stringcache.cpp

209 lines
5 KiB
C++

#include "lc_global.h"
#include "lc_stringcache.h"
#include "lc_texture.h"
#include "lc_context.h"
lcStringCache gStringCache;
lcStringCache::lcStringCache()
{
mTexture = nullptr;
mRefCount = 0;
}
lcStringCache::~lcStringCache()
{
delete mTexture;
}
void lcStringCache::AddRef(lcContext* Context)
{
mRefCount++;
if (mRefCount == 1)
mTexture = new lcTexture();
}
void lcStringCache::Release(lcContext* Context)
{
mRefCount--;
if (mRefCount == 0)
{
Context->UnbindTexture2D(mTexture->mTexture); // todo: unbind from all contexts
delete mTexture;
mTexture = nullptr;
}
}
void lcStringCache::CacheStrings(const QStringList& Strings)
{
bool Update = false;
for (const QString& String : Strings)
{
if (mStrings.find(String) == mStrings.end())
{
mStrings[String] = lcStringCacheEntry();
Update = true;
}
}
if (!Update)
return;
Image TextureImage;
TextureImage.Allocate(256, 256, LC_PIXEL_FORMAT_L8A8);
QImage Image(128, 128, QImage::Format_ARGB32);
QPainter Painter;
QFont Font("Helvetica", 20);
int DestX = 0, DestY = 0, DestHeight = 0;
memset(TextureImage.mData, 0, TextureImage.mWidth * TextureImage.mHeight * 2);
for (auto& Entry : mStrings)
{
QRect SourceRect;
Painter.begin(&Image);
Painter.fillRect(0, 0, Image.width(), Image.height(), QColor(0, 0, 0));
Painter.setBrush(QColor(255, 255, 255));
Painter.setPen(QColor(255, 255, 255));
Painter.setFont(Font);
Painter.drawText(0, 0, Image.width(), Image.height(), 0, Entry.first, &SourceRect);
Painter.end();
if (DestX + SourceRect.width() + 2 > TextureImage.mWidth)
{
DestX = 0;
DestY += DestHeight + 2;
DestHeight = 0;
}
lcStringCacheEntry& String = Entry.second;
if (SourceRect.width() + 2 > TextureImage.mWidth || DestY + SourceRect.height() + 2 > TextureImage.mHeight || DestY + SourceRect.height() + 2 > TextureImage.mHeight)
{
memset(&String, 0, sizeof(String));
break;
}
String.Top = TextureImage.mHeight - DestY - 2;
String.Bottom = String.Top - SourceRect.height() + 1;
String.Left = DestX + 1;
String.Right = String.Left + SourceRect.width() - 2;
for (int y = SourceRect.top(); y < SourceRect.bottom(); y++)
{
unsigned char* Dest = TextureImage.mData + ((String.Top - y) * TextureImage.mWidth + String.Left) * 2;
for (int x = SourceRect.left(); x < SourceRect.right(); x++)
{
*Dest = *(Dest + 1) = qRed(Image.pixel(x, y));
Dest += 2;
}
}
DestX += SourceRect.width() + 2;
DestHeight = qMax(DestHeight, SourceRect.height());
}
mTexture->SetImage(&TextureImage, LC_TEXTURE_LINEAR);
}
void lcStringCache::GetStringDimensions(int* cx, int* cy, const QString& String) const
{
const auto& Entry = mStrings.find(String);
if (Entry != mStrings.end())
{
const lcStringCacheEntry& FontString = Entry->second;
*cx = FontString.Right - FontString.Left;
*cy = FontString.Top - FontString.Bottom;
}
else
*cx = *cy = 0;
}
void lcStringCache::DrawStrings(lcContext* Context, const lcMatrix44* Transforms, const QStringList& Strings) const
{
float* Verts = (float*)alloca(Strings.size() * 6 * 5 * sizeof(float));
float* Buffer = Verts;
for (int StringIdx = 0; StringIdx < Strings.size(); StringIdx++)
{
const auto& Entry = mStrings.find(Strings[StringIdx]);
if (Entry == mStrings.end())
continue;
const lcStringCacheEntry& FontString = Entry->second;
float u0 = (float)FontString.Left / (float)(mTexture->mWidth - 1);
float u1 = (float)FontString.Right / (float)(mTexture->mWidth - 1);
float v0 = (float)FontString.Bottom / (float)(mTexture->mHeight - 1);
float v1 = (float)FontString.Top / (float)(mTexture->mHeight - 1);
float Width = FontString.Right - FontString.Left;
float Height = FontString.Top - FontString.Bottom;
float Left = -Width / 2.0f;
float Top = Height / 2.0f;
float Z = 0.0f;
lcVector3 Points[4] =
{
lcVector3(Left, Top, Z),
lcVector3(Left, Top - Height, Z),
lcVector3(Left + Width, Top - Height, Z),
lcVector3(Left + Width, Top, Z),
};
for (int PointIdx = 0; PointIdx < 4; PointIdx++)
Points[PointIdx] = lcMul31(Points[PointIdx], Transforms[StringIdx]);
*Buffer++ = Points[0].x;
*Buffer++ = Points[0].y;
*Buffer++ = Points[0].z;
*Buffer++ = u0;
*Buffer++ = v1;
*Buffer++ = Points[1].x;
*Buffer++ = Points[1].y;
*Buffer++ = Points[1].z;
*Buffer++ = u0;
*Buffer++ = v0;
*Buffer++ = Points[2].x;
*Buffer++ = Points[2].y;
*Buffer++ = Points[2].z;
*Buffer++ = u1;
*Buffer++ = v0;
*Buffer++ = Points[2].x;
*Buffer++ = Points[2].y;
*Buffer++ = Points[2].z;
*Buffer++ = u1;
*Buffer++ = v0;
*Buffer++ = Points[3].x;
*Buffer++ = Points[3].y;
*Buffer++ = Points[3].z;
*Buffer++ = u1;
*Buffer++ = v1;
*Buffer++ = Points[0].x;
*Buffer++ = Points[0].y;
*Buffer++ = Points[0].z;
*Buffer++ = u0;
*Buffer++ = v1;
}
Context->SetVertexBufferPointer(Verts);
Context->SetVertexFormat(0, 3, 0, 2, 0, false);
Context->BindTexture2D(mTexture->mTexture);
Context->SetColor(0.0f, 0.0f, 0.0f, 1.0f);
Context->DrawPrimitives(GL_TRIANGLES, 0, Strings.size() * 6);
}