comparison Framework/Scene2D/Internals/OpenGLTextProgram.cpp @ 592:bbe29efd3d1c

OpenGLLinesProgram
author Sebastien Jodogne <s.jodogne@gmail.com>
date Fri, 26 Apr 2019 12:55:43 +0200
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children e3f21a265be5
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591:b66ced2c43d4 592:bbe29efd3d1c
1 /**
2 * Stone of Orthanc
3 * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics
4 * Department, University Hospital of Liege, Belgium
5 * Copyright (C) 2017-2019 Osimis S.A., Belgium
6 *
7 * This program is free software: you can redistribute it and/or
8 * modify it under the terms of the GNU Affero General Public License
9 * as published by the Free Software Foundation, either version 3 of
10 * the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful, but
13 * WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Affero General Public License for more details.
16 *
17 * You should have received a copy of the GNU Affero General Public License
18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 **/
20
21
22 #include "OpenGLTextProgram.h"
23
24 #include "../../Fonts/OpenGLTextCoordinates.h"
25
26 #include <Core/OrthancException.h>
27
28
29 static const unsigned int COMPONENTS = 2;
30
31 static const char* VERTEX_SHADER =
32 "attribute vec2 a_texcoord; \n"
33 "attribute vec4 a_position; \n"
34 "uniform mat4 u_matrix; \n"
35 "varying vec2 v_texcoord; \n"
36 "void main() \n"
37 "{ \n"
38 " gl_Position = u_matrix * a_position; \n"
39 " v_texcoord = a_texcoord; \n"
40 "}";
41
42 static const char* FRAGMENT_SHADER =
43 "uniform sampler2D u_texture; \n"
44 "uniform vec3 u_color; \n"
45 "varying vec2 v_texcoord; \n"
46 "void main() \n"
47 "{ \n"
48 " vec4 v = texture2D(u_texture, v_texcoord); \n"
49 " gl_FragColor = vec4(u_color * v.w, v.w); \n" // Premultiplied alpha
50 "}";
51
52
53 namespace OrthancStone
54 {
55 namespace Internals
56 {
57 OpenGLTextProgram::OpenGLTextProgram(OpenGL::IOpenGLContext& context) :
58 context_(context)
59 {
60
61 context_.MakeCurrent();
62
63 program_.reset(new OpenGL::OpenGLProgram);
64 program_->CompileShaders(VERTEX_SHADER, FRAGMENT_SHADER);
65
66 positionLocation_ = program_->GetAttributeLocation("a_position");
67 textureLocation_ = program_->GetAttributeLocation("a_texcoord");
68 }
69
70
71 OpenGLTextProgram::Data::Data(OpenGL::IOpenGLContext& context,
72 const GlyphTextureAlphabet& alphabet,
73 const TextSceneLayer& layer) :
74 context_(context),
75 red_(layer.GetRedAsFloat()),
76 green_(layer.GetGreenAsFloat()),
77 blue_(layer.GetBlueAsFloat()),
78 x_(layer.GetX()),
79 y_(layer.GetY()),
80 border_(layer.GetBorder()),
81 anchor_(layer.GetAnchor())
82 {
83 OpenGL::OpenGLTextCoordinates coordinates(alphabet, layer.GetText());
84 textWidth_ = coordinates.GetTextWidth();
85 textHeight_ = coordinates.GetTextHeight();
86
87 if (coordinates.IsEmpty())
88 {
89 coordinatesCount_ = 0;
90 }
91 else
92 {
93 coordinatesCount_ = coordinates.GetRenderingCoords().size();
94
95 context_.MakeCurrent();
96 glGenBuffers(2, buffers_);
97
98 glBindBuffer(GL_ARRAY_BUFFER, buffers_[0]);
99 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * coordinatesCount_,
100 &coordinates.GetRenderingCoords() [0], GL_STATIC_DRAW);
101
102 glBindBuffer(GL_ARRAY_BUFFER, buffers_[1]);
103 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * coordinatesCount_,
104 &coordinates.GetTextureCoords() [0], GL_STATIC_DRAW);
105 }
106 }
107
108
109 OpenGLTextProgram::Data::~Data()
110 {
111 if (!IsEmpty())
112 {
113 context_.MakeCurrent();
114 glDeleteBuffers(2, buffers_);
115 }
116 }
117
118
119 GLuint OpenGLTextProgram::Data::GetSceneLocationsBuffer() const
120 {
121 if (IsEmpty())
122 {
123 throw Orthanc::OrthancException(Orthanc::ErrorCode_BadSequenceOfCalls);
124 }
125 else
126 {
127 return buffers_[0];
128 }
129 }
130
131
132 GLuint OpenGLTextProgram::Data::GetTextureLocationsBuffer() const
133 {
134 if (IsEmpty())
135 {
136 throw Orthanc::OrthancException(Orthanc::ErrorCode_BadSequenceOfCalls);
137 }
138 else
139 {
140 return buffers_[1];
141 }
142 }
143
144
145 void OpenGLTextProgram::Apply(OpenGL::OpenGLTexture& fontTexture,
146 const Data& data,
147 const AffineTransform2D& transform)
148 {
149 if (!data.IsEmpty())
150 {
151 context_.MakeCurrent();
152 program_->Use();
153
154 double dx, dy; // In pixels
155 ComputeAnchorTranslation(dx, dy, data.GetAnchor(),
156 data.GetTextWidth(), data.GetTextHeight(), data.GetBorder());
157
158 double x = data.GetX();
159 double y = data.GetY();
160 transform.Apply(x, y);
161
162 const AffineTransform2D t = AffineTransform2D::CreateOffset(x + dx, y + dy);
163
164 float m[16];
165 t.ConvertToOpenGLMatrix(m, context_.GetCanvasWidth(), context_.GetCanvasHeight());
166
167 fontTexture.Bind(program_->GetUniformLocation("u_texture"));
168 glUniformMatrix4fv(program_->GetUniformLocation("u_matrix"), 1, GL_FALSE, m);
169 glUniform3f(program_->GetUniformLocation("u_color"),
170 data.GetRed(), data.GetGreen(), data.GetBlue());
171
172 glBindBuffer(GL_ARRAY_BUFFER, data.GetSceneLocationsBuffer());
173 glEnableVertexAttribArray(positionLocation_);
174 glVertexAttribPointer(positionLocation_, COMPONENTS, GL_FLOAT, GL_FALSE, 0, 0);
175
176 glBindBuffer(GL_ARRAY_BUFFER, data.GetTextureLocationsBuffer());
177 glEnableVertexAttribArray(textureLocation_);
178 glVertexAttribPointer(textureLocation_, COMPONENTS, GL_FLOAT, GL_FALSE, 0, 0);
179
180 glEnable(GL_BLEND);
181 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
182 glDrawArrays(GL_TRIANGLES, 0, data.GetCoordinatesCount() / COMPONENTS);
183 glDisable(GL_BLEND);
184
185 glDisableVertexAttribArray(positionLocation_);
186 glDisableVertexAttribArray(textureLocation_);
187 }
188 }
189 }
190 }