Exemplo n.º 1
0
void TextRendererPrivate::clearBitmapCache()
{
#ifdef NATRON_TEXT_RENDERER_USE_CACHE
    for (BitmapCache::iterator it = _bitmapsCache.begin(); it!= _bitmapsCache.end(); ++it) {
        delete it.value();
    }
    _bitmapsCache.clear();
#endif
}
Exemplo n.º 2
0
CharBitmap *
TextRendererPrivate::createCharacter(QChar c)
{
#ifdef NATRON_TEXT_RENDERER_USE_CACHE

    ushort unic = c.unicode();
    //c is already in the cache
    BitmapCache::iterator it = _bitmapsCache.find(unic);
    if ( it != _bitmapsCache.end() ) {
        return it.value();
    }
#endif

    if ( _usedTextures.empty() ) {
        newTransparentTexture();
    }

    GLuint texture = _usedTextures.back();
    GLsizei width = _fontMetrics.width(c);
    GLsizei height = _fontMetrics.height();

    //render into a new transparant pixmap using QPainter
    QImage image(width, height, QImage::Format_ARGB32_Premultiplied);
    image.fill(Qt::transparent);
    QPainter painter;
    painter.begin(&image);
    painter.setRenderHints(QPainter::HighQualityAntialiasing
                           | QPainter::TextAntialiasing);
    painter.setFont(_font);
    painter.setPen(Qt::white);

    painter.drawText(0, _fontMetrics.ascent(), c);
    painter.end();


    //fill the texture with the QImage
    image = QGLWidget::convertToGLFormat(image);
    glCheckError();

    GLuint savedTexture;
    glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&savedTexture);
    glBindTexture(GL_TEXTURE_2D, texture);
    assert( glIsTexture(texture) );
    glTexSubImage2D( GL_TEXTURE_2D, 0, _xOffset, _yOffset, width, height, GL_RGBA,
                     GL_UNSIGNED_BYTE, image.bits() );
    glCheckError();
    glBindTexture(GL_TEXTURE_2D, savedTexture);


    CharBitmap *character = new CharBitmap;
    character->texID = texture;

    character->w = width;
    character->h = height;

    character->xTexCoords[0] = (GLfloat)_xOffset / TEXTURE_SIZE;
    character->xTexCoords[1] = (GLfloat)(_xOffset + width) / TEXTURE_SIZE;

    character->yTexCoords[0] = (GLfloat)_yOffset / TEXTURE_SIZE;
    character->yTexCoords[1] = (GLfloat)(_yOffset + height) / TEXTURE_SIZE;

#ifdef NATRON_TEXT_RENDERER_USE_CACHE
    BitmapCache::iterator retIt = _bitmapsCache.insert(unic, character); // insert a new charactr
    assert( retIt != _bitmapsCache.end() );
#endif

    _xOffset += width;
    if (_xOffset + width >= TEXTURE_SIZE) {
        _xOffset = 1;
        _yOffset += height;
    }
    if (_yOffset + height >= TEXTURE_SIZE) {
        newTransparentTexture();
        _yOffset = 1;
    }

#ifdef NATRON_TEXT_RENDERER_USE_CACHE

    return retIt.value();
#else

    return character;
#endif
} // createCharacter