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

OpenGLLinesProgram
author Sebastien Jodogne <s.jodogne@gmail.com>
date Fri, 26 Apr 2019 12:55:43 +0200
parents
children e3f21a265be5
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Framework/Scene2D/Internals/OpenGLTextProgram.cpp	Fri Apr 26 12:55:43 2019 +0200
@@ -0,0 +1,190 @@
+/**
+ * Stone of Orthanc
+ * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics
+ * Department, University Hospital of Liege, Belgium
+ * Copyright (C) 2017-2019 Osimis S.A., Belgium
+ *
+ * This program is free software: you can redistribute it and/or
+ * modify it under the terms of the GNU Affero General Public License
+ * as published by the Free Software Foundation, either version 3 of
+ * the License, or (at your option) any later version.
+ *
+ * This program 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
+ * Affero General Public License for more details.
+ * 
+ * You should have received a copy of the GNU Affero General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ **/
+
+
+#include "OpenGLTextProgram.h"
+
+#include "../../Fonts/OpenGLTextCoordinates.h"
+
+#include <Core/OrthancException.h>
+
+
+static const unsigned int COMPONENTS = 2;
+
+static const char* VERTEX_SHADER = 
+  "attribute vec2 a_texcoord;             \n"
+  "attribute vec4 a_position;             \n"
+  "uniform mat4 u_matrix;                 \n"
+  "varying vec2 v_texcoord;               \n"
+  "void main()                            \n"
+  "{                                      \n"
+  "  gl_Position = u_matrix * a_position; \n"
+  "  v_texcoord = a_texcoord;             \n"
+  "}";
+
+static const char* FRAGMENT_SHADER = 
+  "uniform sampler2D u_texture;                  \n"
+  "uniform vec3 u_color;                         \n"
+  "varying vec2 v_texcoord;                      \n"
+  "void main()                                   \n"
+  "{                                             \n"
+  "  vec4 v = texture2D(u_texture, v_texcoord);  \n"
+  "  gl_FragColor = vec4(u_color * v.w, v.w);    \n"   // Premultiplied alpha
+  "}";
+
+
+namespace OrthancStone
+{
+  namespace Internals
+  {
+    OpenGLTextProgram::OpenGLTextProgram(OpenGL::IOpenGLContext&  context) :
+      context_(context)
+    {
+
+      context_.MakeCurrent();
+
+      program_.reset(new OpenGL::OpenGLProgram);
+      program_->CompileShaders(VERTEX_SHADER, FRAGMENT_SHADER);
+
+      positionLocation_ = program_->GetAttributeLocation("a_position");
+      textureLocation_ = program_->GetAttributeLocation("a_texcoord");
+    }
+
+
+    OpenGLTextProgram::Data::Data(OpenGL::IOpenGLContext& context,
+                                  const GlyphTextureAlphabet& alphabet,
+                                  const TextSceneLayer& layer) :
+      context_(context),
+      red_(layer.GetRedAsFloat()),
+      green_(layer.GetGreenAsFloat()),
+      blue_(layer.GetBlueAsFloat()),
+      x_(layer.GetX()),
+      y_(layer.GetY()),
+      border_(layer.GetBorder()),
+      anchor_(layer.GetAnchor())
+    {
+      OpenGL::OpenGLTextCoordinates coordinates(alphabet, layer.GetText());
+      textWidth_ = coordinates.GetTextWidth();
+      textHeight_ = coordinates.GetTextHeight();
+
+      if (coordinates.IsEmpty())
+      {
+        coordinatesCount_ = 0;
+      }
+      else
+      {
+        coordinatesCount_ = coordinates.GetRenderingCoords().size();
+
+        context_.MakeCurrent();
+        glGenBuffers(2, buffers_);
+
+        glBindBuffer(GL_ARRAY_BUFFER, buffers_[0]);
+        glBufferData(GL_ARRAY_BUFFER, sizeof(float) * coordinatesCount_,
+                     &coordinates.GetRenderingCoords() [0], GL_STATIC_DRAW);
+
+        glBindBuffer(GL_ARRAY_BUFFER, buffers_[1]);
+        glBufferData(GL_ARRAY_BUFFER, sizeof(float) * coordinatesCount_,
+                     &coordinates.GetTextureCoords() [0], GL_STATIC_DRAW);
+      }
+    }
+
+    
+    OpenGLTextProgram::Data::~Data()
+    {
+      if (!IsEmpty())
+      {
+        context_.MakeCurrent();
+        glDeleteBuffers(2, buffers_);
+      }
+    }
+
+
+    GLuint OpenGLTextProgram::Data::GetSceneLocationsBuffer() const
+    {
+      if (IsEmpty())
+      {
+        throw Orthanc::OrthancException(Orthanc::ErrorCode_BadSequenceOfCalls);
+      }
+      else
+      {
+        return buffers_[0];
+      }
+    }
+
+    
+    GLuint OpenGLTextProgram::Data::GetTextureLocationsBuffer() const
+    {
+      if (IsEmpty())
+      {
+        throw Orthanc::OrthancException(Orthanc::ErrorCode_BadSequenceOfCalls);
+      }
+      else
+      {
+        return buffers_[1];
+      }
+    }
+
+
+    void OpenGLTextProgram::Apply(OpenGL::OpenGLTexture& fontTexture,
+                                  const Data& data,
+                                  const AffineTransform2D& transform)
+    {
+      if (!data.IsEmpty())
+      {
+        context_.MakeCurrent();
+        program_->Use();
+
+        double dx, dy;  // In pixels
+        ComputeAnchorTranslation(dx, dy, data.GetAnchor(), 
+                                 data.GetTextWidth(), data.GetTextHeight(), data.GetBorder());
+      
+        double x = data.GetX();
+        double y = data.GetY();
+        transform.Apply(x, y);
+
+        const AffineTransform2D t = AffineTransform2D::CreateOffset(x + dx, y + dy);
+
+        float m[16];
+        t.ConvertToOpenGLMatrix(m, context_.GetCanvasWidth(), context_.GetCanvasHeight());
+
+        fontTexture.Bind(program_->GetUniformLocation("u_texture"));
+        glUniformMatrix4fv(program_->GetUniformLocation("u_matrix"), 1, GL_FALSE, m);
+        glUniform3f(program_->GetUniformLocation("u_color"), 
+                    data.GetRed(), data.GetGreen(), data.GetBlue());
+
+        glBindBuffer(GL_ARRAY_BUFFER, data.GetSceneLocationsBuffer());
+        glEnableVertexAttribArray(positionLocation_);
+        glVertexAttribPointer(positionLocation_, COMPONENTS, GL_FLOAT, GL_FALSE, 0, 0);
+
+        glBindBuffer(GL_ARRAY_BUFFER, data.GetTextureLocationsBuffer());
+        glEnableVertexAttribArray(textureLocation_);
+        glVertexAttribPointer(textureLocation_, COMPONENTS, GL_FLOAT, GL_FALSE, 0, 0);
+
+        glEnable(GL_BLEND);
+        glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+        glDrawArrays(GL_TRIANGLES, 0, data.GetCoordinatesCount() / COMPONENTS);
+        glDisable(GL_BLEND);
+
+        glDisableVertexAttribArray(positionLocation_);
+        glDisableVertexAttribArray(textureLocation_);
+      }
+    }
+  }
+}