| // Copyright 2013 The Flutter Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include "impeller/entity/contents/text_contents.h" |
| |
| #include <optional> |
| #include <type_traits> |
| #include <utility> |
| |
| #include "impeller/core/formats.h" |
| #include "impeller/core/sampler_descriptor.h" |
| #include "impeller/entity/contents/content_context.h" |
| #include "impeller/entity/entity.h" |
| #include "impeller/geometry/path_builder.h" |
| #include "impeller/renderer/render_pass.h" |
| #include "impeller/renderer/sampler_library.h" |
| #include "impeller/tessellator/tessellator.h" |
| #include "impeller/typographer/glyph_atlas.h" |
| #include "impeller/typographer/lazy_glyph_atlas.h" |
| |
| namespace impeller { |
| |
| TextContents::TextContents() = default; |
| |
| TextContents::~TextContents() = default; |
| |
| void TextContents::SetTextFrame(const TextFrame& frame) { |
| frame_ = frame; |
| } |
| |
| void TextContents::SetGlyphAtlas(std::shared_ptr<LazyGlyphAtlas> atlas) { |
| lazy_atlas_ = std::move(atlas); |
| } |
| |
| std::shared_ptr<GlyphAtlas> TextContents::ResolveAtlas( |
| GlyphAtlas::Type type, |
| std::shared_ptr<GlyphAtlasContext> atlas_context, |
| std::shared_ptr<Context> context) const { |
| FML_DCHECK(lazy_atlas_); |
| if (lazy_atlas_) { |
| return lazy_atlas_->CreateOrGetGlyphAtlas(type, std::move(atlas_context), |
| std::move(context)); |
| } |
| |
| return nullptr; |
| } |
| |
| void TextContents::SetColor(Color color) { |
| color_ = color; |
| } |
| |
| Color TextContents::GetColor() const { |
| return color_.WithAlpha(color_.alpha * inherited_opacity_); |
| } |
| |
| bool TextContents::CanInheritOpacity(const Entity& entity) const { |
| return !frame_.MaybeHasOverlapping(); |
| } |
| |
| void TextContents::SetInheritedOpacity(Scalar opacity) { |
| inherited_opacity_ = opacity; |
| } |
| |
| void TextContents::SetOffset(Vector2 offset) { |
| offset_ = offset; |
| } |
| |
| std::optional<Rect> TextContents::GetCoverage(const Entity& entity) const { |
| auto bounds = frame_.GetBounds(); |
| if (!bounds.has_value()) { |
| return std::nullopt; |
| } |
| return bounds->TransformBounds(entity.GetTransformation()); |
| } |
| |
| static bool CommonRender( |
| const ContentContext& renderer, |
| const Entity& entity, |
| RenderPass& pass, |
| const Color& color, |
| const TextFrame& frame, |
| Vector2 offset, |
| std::shared_ptr<GlyphAtlas> |
| atlas, // NOLINT(performance-unnecessary-value-param) |
| Command& cmd) { |
| using VS = GlyphAtlasPipeline::VertexShader; |
| using FS = GlyphAtlasPipeline::FragmentShader; |
| |
| // Common vertex uniforms for all glyphs. |
| VS::FrameInfo frame_info; |
| |
| frame_info.mvp = Matrix::MakeOrthographic(pass.GetRenderTargetSize()); |
| VS::BindFrameInfo(cmd, pass.GetTransientsBuffer().EmplaceUniform(frame_info)); |
| |
| SamplerDescriptor sampler_desc; |
| if (entity.GetTransformation().IsTranslationScaleOnly()) { |
| sampler_desc.min_filter = MinMagFilter::kNearest; |
| sampler_desc.mag_filter = MinMagFilter::kNearest; |
| } else { |
| // Currently, we only propagate the scale of the transform to the atlas |
| // renderer, so if the transform has more than just a translation, we turn |
| // on linear sampling to prevent crunchiness caused by the pixel grid not |
| // being perfectly aligned. |
| // The downside is that this slightly over-blurs rotated/skewed text. |
| sampler_desc.min_filter = MinMagFilter::kLinear; |
| sampler_desc.mag_filter = MinMagFilter::kLinear; |
| } |
| sampler_desc.mip_filter = MipFilter::kNearest; |
| |
| FS::FragInfo frag_info; |
| frag_info.text_color = ToVector(color.Premultiply()); |
| FS::BindFragInfo(cmd, pass.GetTransientsBuffer().EmplaceUniform(frag_info)); |
| |
| FS::BindGlyphAtlasSampler( |
| cmd, // command |
| atlas->GetTexture(), // texture |
| renderer.GetContext()->GetSamplerLibrary()->GetSampler( |
| sampler_desc) // sampler |
| ); |
| |
| // Common vertex information for all glyphs. |
| // All glyphs are given the same vertex information in the form of a |
| // unit-sized quad. The size of the glyph is specified in per instance data |
| // and the vertex shader uses this to size the glyph correctly. The |
| // interpolated vertex information is also used in the fragment shader to |
| // sample from the glyph atlas. |
| |
| constexpr std::array<Point, 4> unit_points = {Point{0, 0}, Point{1, 0}, |
| Point{0, 1}, Point{1, 1}}; |
| constexpr std::array<uint32_t, 6> indices = {0, 1, 2, 1, 2, 3}; |
| |
| VertexBufferBuilder<typename VS::PerVertexData> vertex_builder; |
| |
| size_t count = 0; |
| for (const auto& run : frame.GetRuns()) { |
| count += run.GetGlyphPositions().size(); |
| } |
| |
| vertex_builder.Reserve(count * 4); |
| vertex_builder.ReserveIndices(count * 6); |
| |
| uint32_t index_offset = 0u; |
| for (auto i = 0u; i < count; i++) { |
| for (const auto& index : indices) { |
| vertex_builder.AppendIndex(index + index_offset); |
| } |
| index_offset += 4; |
| } |
| |
| auto atlas_size = |
| Point{static_cast<Scalar>(atlas->GetTexture()->GetSize().width), |
| static_cast<Scalar>(atlas->GetTexture()->GetSize().height)}; |
| |
| Vector2 screen_offset = (entity.GetTransformation() * offset).Round(); |
| |
| for (const auto& run : frame.GetRuns()) { |
| const Font& font = run.GetFont(); |
| |
| for (const auto& glyph_position : run.GetGlyphPositions()) { |
| FontGlyphPair font_glyph_pair{font, glyph_position.glyph}; |
| auto atlas_glyph_bounds = atlas->FindFontGlyphBounds(font_glyph_pair); |
| if (!atlas_glyph_bounds.has_value()) { |
| VALIDATION_LOG << "Could not find glyph position in the atlas."; |
| return false; |
| } |
| |
| // For each glyph, we compute two rectangles. One for the vertex positions |
| // and one for the texture coordinates (UVs). |
| |
| auto uv_origin = |
| (atlas_glyph_bounds->origin - Point(0.5, 0.5)) / atlas_size; |
| auto uv_size = (atlas_glyph_bounds->size + Size(1, 1)) / atlas_size; |
| |
| // Rounding here prevents most jitter between glyphs in the run when |
| // nearest sampling. |
| auto screen_glyph_position = |
| screen_offset + |
| (entity.GetTransformation().Basis() * |
| (glyph_position.position + glyph_position.glyph.bounds.origin)) |
| .Round(); |
| |
| for (const auto& point : unit_points) { |
| VS::PerVertexData vtx; |
| |
| if (entity.GetTransformation().IsTranslationScaleOnly()) { |
| // Rouding up here prevents the bounds from becoming 1 pixel too small |
| // when nearest sampling. This path breaks down for projections. |
| vtx.position = |
| screen_glyph_position + (entity.GetTransformation().Basis() * |
| point * glyph_position.glyph.bounds.size) |
| .Ceil(); |
| } else { |
| vtx.position = entity.GetTransformation() * |
| Vector4(offset + glyph_position.position + |
| glyph_position.glyph.bounds.origin + |
| point * glyph_position.glyph.bounds.size); |
| } |
| vtx.uv = uv_origin + point * uv_size; |
| vertex_builder.AppendVertex(vtx); |
| } |
| } |
| } |
| auto vertex_buffer = |
| vertex_builder.CreateVertexBuffer(pass.GetTransientsBuffer()); |
| cmd.BindVertices(vertex_buffer); |
| |
| if (!pass.AddCommand(cmd)) { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool TextContents::Render(const ContentContext& renderer, |
| const Entity& entity, |
| RenderPass& pass) const { |
| auto color = GetColor(); |
| if (color.IsTransparent()) { |
| return true; |
| } |
| |
| auto type = frame_.GetAtlasType(); |
| auto atlas = ResolveAtlas(type, renderer.GetGlyphAtlasContext(type), |
| renderer.GetContext()); |
| |
| if (!atlas || !atlas->IsValid()) { |
| VALIDATION_LOG << "Cannot render glyphs without prepared atlas."; |
| return false; |
| } |
| |
| // Information shared by all glyph draw calls. |
| Command cmd; |
| cmd.label = "TextFrame"; |
| auto opts = OptionsFromPassAndEntity(pass, entity); |
| opts.primitive_type = PrimitiveType::kTriangle; |
| if (type == GlyphAtlas::Type::kAlphaBitmap) { |
| cmd.pipeline = renderer.GetGlyphAtlasPipeline(opts); |
| } else { |
| cmd.pipeline = renderer.GetGlyphAtlasColorPipeline(opts); |
| } |
| cmd.stencil_reference = entity.GetStencilDepth(); |
| |
| return CommonRender(renderer, entity, pass, color, frame_, offset_, atlas, |
| cmd); |
| } |
| |
| } // namespace impeller |