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forked from 0ad/0ad
0ad/source/graphics/TextRenderer.h
Ykkrosh 751558d894 Optimise text rendering by batching
When CTextRenderer is given multiple strings with no differences other
than position, render them in a single glDrawElements call to reduce
driver overhead.

Also avoid some unnecessary copies of std::wstrings.

This helps performance a bit with large GUI text boxes.

This was SVN commit r14018.
2013-10-18 16:02:48 +00:00

163 lines
3.7 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_TEXTRENDERER
#define INCLUDED_TEXTRENDERER
#include "graphics/ShaderProgram.h"
#include "maths/Matrix3D.h"
#include "ps/CStr.h"
#include "ps/Overlay.h"
class CFont;
class CTextRenderer
{
public:
CTextRenderer(const CShaderProgramPtr& shader);
/**
* Reset the text transform to the default, with (0,0) in the top-left of the screen.
*/
void ResetTransform();
CMatrix3D GetTransform();
void SetTransform(const CMatrix3D& transform);
void Translate(float x, float y, float z);
/**
* Set the color for subsequent print calls.
*/
void Color(const CColor& color);
/**
* Set the color for subsequent print calls.
*/
void Color(float r, float g, float b, float a = 1.0);
/**
* Set the font for subsequent print calls.
*/
void Font(const CStrW& font);
/**
* Print formatted text at (0,0) under the current transform,
* and advance the transform by the width of the text.
*/
void PrintfAdvance(const wchar_t* fmt, ...);
/**
* Print formatted text at (x,y) under the current transform.
* Does not alter the current transform.
*/
void PrintfAt(float x, float y, const wchar_t* fmt, ...);
/**
* Print text at (0,0) under the current transform,
* and advance the transform by the width of the text.
*/
void PutAdvance(const wchar_t* buf);
/**
* Print text at (x,y) under the current transform.
* Does not alter the current transform.
*/
void Put(float x, float y, const wchar_t* buf);
/**
* Print text at (x,y) under the current transform.
* Does not alter the current transform.
* @p buf must remain valid until Render() is called.
* (This should be used to minimise memory copies when possible.)
*/
void Put(float x, float y, const std::wstring* buf);
/**
* Render all of the previously printed text calls.
*/
void Render();
private:
friend struct SBatchCompare;
/**
* A string (optionally owned by this object, or else pointing to an
* externally-owned string) with a position.
*/
struct SBatchRun
{
private:
SBatchRun& operator=(const SBatchRun&);
public:
SBatchRun()
: text(NULL), owned(false)
{
}
SBatchRun(const SBatchRun& str)
: x(str.x), y(str.y), owned(str.owned)
{
if (owned)
text = new std::wstring(*str.text);
else
text = str.text;
}
~SBatchRun()
{
if (owned)
delete text;
}
float x, y;
const std::wstring* text;
bool owned;
};
/**
* A list of SBatchRuns, with a single font/color/transform,
* to be rendered in a single GL call.
*/
struct SBatch
{
size_t chars; // sum of runs[i].text->size()
CMatrix3D transform;
CColor color;
shared_ptr<CFont> font;
std::list<SBatchRun> runs;
};
void PutString(float x, float y, const std::wstring* buf, bool owned);
CShaderProgramPtr m_Shader;
CMatrix3D m_Transform;
CColor m_Color;
CStrW m_FontName;
shared_ptr<CFont> m_Font;
bool m_Dirty;
std::list<SBatch> m_Batches;
};
#endif // INCLUDED_TEXTRENDERER