We do not support special color fonts (like colored emoji fonts), so
don't crash when trying to create a preview for unsupported fonts.
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D4590
There are two issues at play here.
First, BLF_width computed a width that was not wide
enough to actually hold the text.
Second, blf_glyph_calc_rect_test computed an incorrect
rect->xmax when the glyph was moved to the left a bit.
We ignore the overlap on the left, but the right side
should still be adjusted accordingly.
The main problem was that the character `J` has "negative kerning".
It was cut off because it started outside of the clipping rectangle.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4513
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
This changes the text hinting setting to be an enum with options
Auto / None / Slight / Full. The default is Auto which currently disables
hinting.
The hinting was tested with a new FreeType version, but this is not what
is used on the buildbots an official release environment, and the fonts
look quite bad because of that. Once FreeType has been upgraded we can
change the default.
Even then the results are not ideal, perhaps due to missing subpixel
positioning and linear color blending support in BLF.
- Texture creation now requires explicit data type.
- GPU_texture_add_mipmap enable explicit mipmap upload.
- GPU_texture_get_mipmap_size can be used to get the size of a mipmap level
of an existing GPUTexture
- GPU_texture_read let you read back data from a gpu texture.
In an effort to centralize all opengl calls in the codebase, this patch replaces
the raw opengl calls in bf_blenfont with GPUTexture so it's no longer depended
on opengl headers.
reviewer: Brecht
Differential Revision: https://developer.blender.org/D3483
Previous code was assuming that the glyph texture would remain bound to
GL_TEXTURE0 until the cache would be drawn. This is not always the case,
so better save the texture and rebind it before drawing.
This port the Blurring of blf fonts to the final drawing shader.
We add a bit of extra padding to each glyph so that jittering the texture
coord does not sample the neighbor glyphs.
- Undo that changes modes currently asserts,
since undo is now screen data.
Most likely we will change how object mode and workspaces work
since it's not practical/maintainable at the moment.
- Removed view_layer from particle settings
(wasn't needed and complicated undo).
This adds less than a megabyte of mem usage.
FT_Get_Kerning was the 2nd hotspot when profilling. This commit completly
remove this cost.
One concern though: I don't know if the kerning data is constant for every
sizes but it seems to be the case. I tested different fonts at different
dpi scalling and saw no differences.
You can now use BLF_batching_start and BLF_batching_end to batch every
drawcall to BLF together minimizing the overhead introduced by BLF and the
opengl driver.
These calls cannot be nested (for now).
If the modelview matrix changes, previously batched calls are issued and a
the process resume with the new matrix.
However the projection matrix MUST not change and gl scissors as well.
This is not a perfect win just yet. It's now calling glBufferSubData for
every call (instead of using glMapBufferRange which is almost faster), but
with this system we will be able to batch drawcalls together.
See next commit.
This means smaller imm buffer usage.
This does not reduce the number of drawcalls.
This uses geometry shader which is slow for the GPU but given we are really
CPU bound on this case, it should not matter.
A perfect implementation would:
- Set the glyph coord in a bufferTexture and just send the glyph ID to the
GPU to read the bufferTexture.
- Use GWN_draw_primitive and draw 2*strllen triangle and just retrieve the
glyph ID and color based on gl_VertexID / 6.
- Stream fixed size buffer that the Driver can discard quickly but this is
the same as improving IMM directly.
This includes a few modification:
- The biggest one is call glActiveTexture before doing any call to
glBindTexture for rendering purpose (uniform value depends on it).
This is also better to know what's going on when rendering UI. So if
there is missing UI elements because of this commit look for this first.
This allows us to have "less calls" to glActiveTexture (I did not
measure the final count) and less checks inside GPU_texture.
- Remove use of GL_TEXTURE0 as a uniform value in a few places.
- Be more strict and use BLI_assert for bad usage of GPU_texture functions.
- Disable filtering for integer and stencil textures (not supported by
OGL specs).
- Replace bools inside GPUTexture by a bitflag supporting more options to
identify texture types.
The issue was going to the fact that GL_ALPHA was deprecated in core profile
and common solution online is to use GL_RED instead. That is what is done in
this commit.