only update the font vertex buffer if text or color changed
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53e1610234
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@ -24,6 +24,7 @@
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#include "font-manager.h"
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#include "font_text.h"
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#include "vec.h"
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namespace Shared { namespace Graphics { namespace Gl {
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@ -55,6 +56,9 @@ public:
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private:
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string lastTextRendered;
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Vec4f lastTextColorRendered;
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VertexBuffer *buffer;
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TextureAtlas *atlas;
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TextureFont *font;
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@ -89,39 +89,44 @@ void TextFreetypeGL::Render(const char* str, const int len) {
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}
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//printf("Render TextFreetypeGL\n");
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//float currentColor[4] = { 0,0,0,1 };
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Vec4f currentColor;
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glGetFloatv(GL_CURRENT_COLOR,currentColor.ptr());
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Pen pen ;
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pen.x = 0; pen.y = 0;
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if(lastTextRendered != str || lastTextColorRendered != currentColor) {
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Pen pen ;
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pen.x = 0; pen.y = 0;
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vertex_buffer_clear( this->buffer );
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Markup markup = { 0, (float)this->fontFaceSize, 0, 0, 0.0, 0.0,
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{currentColor.x,currentColor.y,currentColor.z,currentColor.w}, {0,0,0,0},
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0, {0,0,0,1}, 0, {0,0,0,1},
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0, {0,0,0,1}, 0, {0,0,0,1}, 0 };
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float currentColor[4] = { 0,0,0,1 };
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glGetFloatv(GL_CURRENT_COLOR,currentColor);
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// Add glyph one by one to the vertex buffer
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// Expand totalBox by each glyph in string
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Markup markup = { 0, (float)this->fontFaceSize, 0, 0, 0.0, 0.0,
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{currentColor[0],currentColor[1],currentColor[2],currentColor[3]}, {0,0,0,0},
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0, {0,0,0,1}, 0, {0,0,0,1},
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0, {0,0,0,1}, 0, {0,0,0,1}, 0 };
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vertex_buffer_clear( this->buffer );
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// Add glyph one by one to the vertex buffer
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// Expand totalBox by each glyph in string
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// for multibyte - we can't rely on sizeof(T) == character
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FreetypeGLUnicodeStringItr<unsigned char> ustr((const unsigned char *)str);
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// for multibyte - we can't rely on sizeof(T) == character
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FreetypeGLUnicodeStringItr<unsigned char> ustr((const unsigned char *)str);
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for(int i = 0; (len < 0 && *ustr) || (len >= 0 && i < len); i++) {
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unsigned int prevChar = (i > 0 ? *ustr-1 : 0);
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unsigned int thisChar = *ustr++;
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unsigned int nextChar = *ustr;
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for(int i = 0; (len < 0 && *ustr) || (len >= 0 && i < len); i++) {
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unsigned int prevChar = (i > 0 ? *ustr-1 : 0);
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unsigned int thisChar = *ustr++;
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unsigned int nextChar = *ustr;
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// Get glyph (build it if needed
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TextureGlyph *glyph = texture_font_get_glyph( this->font, thisChar );
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// Get glyph (build it if needed
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TextureGlyph *glyph = texture_font_get_glyph( this->font, thisChar );
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// Take kerning into account if necessary
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float kx = texture_glyph_get_kerning( glyph, prevChar );
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// Take kerning into account if necessary
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float kx = texture_glyph_get_kerning( glyph, prevChar );
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// Add glyph to the vertex buffer
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texture_glyph_add_to_vertex_buffer( glyph, this->buffer, &markup, &pen, (int)kx );
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}
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// Add glyph to the vertex buffer
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texture_glyph_add_to_vertex_buffer( glyph, this->buffer, &markup, &pen, (int)kx );
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lastTextRendered = str;
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lastTextColorRendered = currentColor;
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}
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//glBindTexture( GL_TEXTURE_2D, manager->atlas->texid );
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