Use texture atlas for glyphs

This dramatically reduces the number of BindTexture calls needed when
rendering the grid. Draw times for a moderately full terminal of the
default size are ~1ms with this patch.
This commit is contained in:
Joe Wilm 2016-06-02 22:14:55 -07:00
parent 2f98871b02
commit 2e51d92a92
No known key found for this signature in database
GPG Key ID: 39B57C6972F518DA
2 changed files with 196 additions and 32 deletions

View File

@ -104,9 +104,11 @@ fn main() {
let mut grid = Grid::new(num_rows as usize, num_cols as usize);
let mut renderer = QuadRenderer::new(width, height);
let mut glyph_cache = HashMap::new();
for c in INIT_LIST.chars() {
let glyph = Glyph::new(&rasterizer.get_glyph(&desc, font_size, c));
let glyph = renderer.load_glyph(&rasterizer.get_glyph(&desc, font_size, c));
glyph_cache.insert(c, glyph);
}
@ -124,7 +126,6 @@ fn main() {
}
});
let mut renderer = QuadRenderer::new(width, height);
let mut terminal = Term::new(tty, grid);
let mut meter = Meter::new();

View File

@ -22,6 +22,8 @@ pub struct QuadRenderer {
vbo: GLuint,
ebo: GLuint,
active_color: Rgb,
atlas: Vec<Atlas>,
active_tex: GLuint,
}
#[allow(dead_code)]
@ -92,6 +94,8 @@ impl QuadRenderer {
vbo: vbo,
ebo: ebo,
active_color: Rgb { r: 0, g: 0, b: 0 },
atlas: vec![Atlas::new(1024)],
active_tex: 0,
}
}
@ -164,16 +168,18 @@ impl QuadRenderer {
gl::BindVertexArray(self.vao);
gl::BindBuffer(gl::ARRAY_BUFFER, self.vbo);
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, self.ebo);
gl::ActiveTexture(gl::TEXTURE0);
}
}
fn finish_render(&self) {
fn finish_render(&mut self) {
unsafe {
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0);
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
gl::BindVertexArray(0);
self.program.deactivate();
self.active_tex = 0;
}
}
@ -190,16 +196,24 @@ impl QuadRenderer {
let rect = get_rect(glyph, x, y);
let uv = glyph.uv;
// Top right, Bottom right, Bottom left, Top left
let packed = [
PackedVertex { x: rect.max_x(), y: rect.max_y(), u: 1.0, v: 0.0, },
PackedVertex { x: rect.max_x(), y: rect.min_y(), u: 1.0, v: 1.0, },
PackedVertex { x: rect.min_x(), y: rect.min_y(), u: 0.0, v: 1.0, },
PackedVertex { x: rect.min_x(), y: rect.max_y(), u: 0.0, v: 0.0, },
PackedVertex { x: rect.max_x(), y: rect.max_y(), u: uv.max_x(), v: uv.min_y(), },
PackedVertex { x: rect.max_x(), y: rect.min_y(), u: uv.max_x(), v: uv.max_y(), },
PackedVertex { x: rect.min_x(), y: rect.min_y(), u: uv.min_x(), v: uv.max_y(), },
PackedVertex { x: rect.min_x(), y: rect.max_y(), u: uv.min_x(), v: uv.min_y(), },
];
unsafe {
bind_mask_texture(glyph.tex_id);
// Bind texture if it changed
if glyph.tex_id != self.active_tex {
println!("binding tex_id: {}", glyph.tex_id);
gl::BindTexture(gl::TEXTURE_2D, glyph.tex_id);
self.active_tex = glyph.tex_id;
}
gl::BufferSubData(
gl::ARRAY_BUFFER,
0,
@ -208,7 +222,19 @@ impl QuadRenderer {
);
gl::DrawElements(gl::TRIANGLES, 6, gl::UNSIGNED_INT, ptr::null());
gl::BindTexture(gl::TEXTURE_2D, 0);
}
}
/// Load a glyph into a texture atlas
///
/// If the current atlas is full, a new one will be created.
pub fn load_glyph(&mut self, rasterized: &RasterizedGlyph) -> Glyph {
match self.atlas.last_mut().unwrap().insert(rasterized) {
Ok(glyph) => glyph,
Err(_) => {
self.atlas.push(Atlas::new(1024));
self.load_glyph(rasterized)
}
}
}
}
@ -220,13 +246,6 @@ fn get_rect(glyph: &Glyph, x: f32, y: f32) -> Rect<f32> {
)
}
fn bind_mask_texture(id: u32) {
unsafe {
gl::ActiveTexture(gl::TEXTURE0);
gl::BindTexture(gl::TEXTURE_2D, id);
}
}
pub struct ShaderProgram {
id: GLuint,
/// projection matrix uniform
@ -354,17 +373,55 @@ impl ShaderProgram {
}
}
#[allow(dead_code)]
pub struct Glyph {
tex_id: GLuint,
top: i32,
left: i32,
/// Manages a single texture atlas
///
/// The strategy for filling an atlas looks roughly like this:
///
/// (width, height)
/// ┌─────┬─────┬─────┬─────┬─────┐
/// │ 10 │ │ │ │ │ <- Empty spaces; can be filled while
/// │ │ │ │ │ │ glyph_height < height - row_baseline
/// ├⎼⎼⎼⎼⎼┼⎼⎼⎼⎼⎼┼⎼⎼⎼⎼⎼┼⎼⎼⎼⎼⎼┼⎼⎼⎼⎼⎼┤
/// │ 5 │ 6 │ 7 │ 8 │ 9 │
/// │ │ │ │ │ │
/// ├⎼⎼⎼⎼⎼┼⎼⎼⎼⎼⎼┼⎼⎼⎼⎼⎼┼⎼⎼⎼⎼⎼┴⎼⎼⎼⎼⎼┤ <- Row height is tallest glyph in row; this is
/// │ 1 │ 2 │ 3 │ 4 │ used as the baseline for the following row.
/// │ │ │ │ │ <- Row considered full when next glyph doesn't
/// └─────┴─────┴─────┴───────────┘ fit in the row.
/// (0, 0) x->
struct Atlas {
/// Texture id for this atlas
id: GLuint,
/// Width of atlas
width: i32,
/// Height of atlas
height: i32,
/// Left-most free pixel in a row.
///
/// This is called the extent because it is the upper bound of used pixels
/// in a row.
row_extent: i32,
/// Baseline for glyphs in the current row
row_baseline: i32,
/// Tallest glyph in current row
///
/// This is used as the advance when end of row is reached
row_tallest: i32,
}
impl Glyph {
pub fn new(rasterized: &RasterizedGlyph) -> Glyph {
/// Error that can happen when inserting a texture to the Atlas
enum AtlasInsertError {
/// Texture atlas is full
Full,
}
impl Atlas {
pub fn new(size: i32) -> Atlas {
let mut id: GLuint = 0;
unsafe {
gl::PixelStorei(gl::UNPACK_ALIGNMENT, 1);
@ -374,12 +431,12 @@ impl Glyph {
gl::TEXTURE_2D,
0,
gl::RGB as i32,
rasterized.width as i32,
rasterized.height as i32,
size,
size,
0,
gl::RGB,
gl::UNSIGNED_BYTE,
rasterized.buf.as_ptr() as *const _
ptr::null()
);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as i32);
@ -390,12 +447,118 @@ impl Glyph {
gl::BindTexture(gl::TEXTURE_2D, 0);
}
Glyph {
tex_id: id,
top: rasterized.top as i32,
width: rasterized.width as i32,
height: rasterized.height as i32,
left: rasterized.left as i32,
Atlas {
id: id,
width: size,
height: size,
row_extent: 0,
row_baseline: 0,
row_tallest: 0,
}
}
/// Insert a RasterizedGlyph into the texture atlas
pub fn insert(&mut self, glyph: &RasterizedGlyph) -> Result<Glyph, AtlasInsertError> {
// If there's not enough room in current row, go onto next one
if !self.room_in_row(glyph) {
self.advance_row()?;
}
// If there's still not room, there's nothing that can be done here.
if !self.room_in_row(glyph) {
return Err(AtlasInsertError::Full);
}
// There appears to be room; load the glyph.
Ok(self.insert_inner(glyph))
}
/// Insert the glyph without checking for room
///
/// Internal function for use once atlas has been checked for space. GL errors could still occur
/// at this point if we were checking for them; hence, the Result.
fn insert_inner(&mut self, glyph: &RasterizedGlyph) -> Glyph {
let offset_y = self.row_baseline;
let offset_x = self.row_extent;
let height = glyph.height as i32;
let width = glyph.width as i32;
unsafe {
gl::BindTexture(gl::TEXTURE_2D, self.id);
// Load data into OpenGL
gl::TexSubImage2D(
gl::TEXTURE_2D,
0,
offset_x,
offset_y,
width,
height,
gl::RGB,
gl::UNSIGNED_BYTE,
glyph.buf.as_ptr() as *const _
);
gl::BindTexture(gl::TEXTURE_2D, 0);
}
// Update Atlas state
self.row_extent = offset_x + width;
if height > self.row_tallest {
self.row_tallest = height;
}
// Generate UV coordinates
let uv_bot = offset_y as f32 / self.height as f32;
let uv_left = offset_x as f32 / self.width as f32;
let uv_height = height as f32 / self.height as f32;
let uv_width = width as f32 / self.width as f32;
let uv = Rect::new(
Point2D::new(uv_left, uv_bot),
Size2D::new(uv_width, uv_height)
);
// Return the glyph
Glyph {
tex_id: self.id,
top: glyph.top as i32,
width: width,
height: height,
left: glyph.left as i32,
uv: uv
}
}
/// Check if there's room in the current row for given glyph
fn room_in_row(&self, raw: &RasterizedGlyph) -> bool {
let next_extent = self.row_extent + raw.width as i32;
let enough_width = next_extent <= self.width;
let enough_height = (raw.height as i32) < (self.height - self.row_baseline);
enough_width && enough_height
}
/// Mark current row as finished and prepare to insert into the next row
fn advance_row(&mut self) -> Result<(), AtlasInsertError> {
let advance_to = self.row_baseline + self.row_tallest;
if self.height - advance_to <= 0 {
return Err(AtlasInsertError::Full);
}
self.row_baseline = advance_to;
self.row_extent = 0;
self.row_tallest = 0;
Ok(())
}
}
pub struct Glyph {
tex_id: GLuint,
top: i32,
left: i32,
width: i32,
height: i32,
uv: Rect<f32>,
}