solvespace/src/resource.cpp

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Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
2016-04-21 15:54:18 +00:00
//-----------------------------------------------------------------------------
// Discovery and loading of our resources (icons, fonts, templates, etc).
//
// Copyright 2016 whitequark
//-----------------------------------------------------------------------------
#include <zlib.h>
#include <png.h>
#include <regex>
#include "solvespace.h"
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
2016-04-21 15:54:18 +00:00
namespace SolveSpace {
//-----------------------------------------------------------------------------
// Resource loading functions
//-----------------------------------------------------------------------------
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
2016-04-21 15:54:18 +00:00
std::string LoadString(const std::string &name) {
size_t size;
const void *data = Platform::LoadResource(name, &size);
std::string result(static_cast<const char *>(data), size);
// When editing resources under Windows, Windows newlines may sneak in.
// Any files with them won't be merged, but ignoring them during development
// helps external contributors.
result.erase(std::remove(result.begin(), result.end(), '\r'),
result.end());
return result;
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
2016-04-21 15:54:18 +00:00
}
std::string LoadStringFromGzip(const std::string &name) {
size_t deflatedSize;
const void *data = Platform::LoadResource(name, &deflatedSize);
z_stream stream;
stream.zalloc = Z_NULL;
stream.zfree = Z_NULL;
stream.opaque = Z_NULL;
const int windowBits = /*maximum window*/ 15 + /*decode gzip header*/16;
ssassert(inflateInit2(&stream, windowBits) == Z_OK, "Cannot start inflation");
// Extract length mod 2**32 from the gzip trailer.
std::string result;
ssassert(deflatedSize >= 4, "Resource too small to have gzip trailer");
// *(uint32_t *) may perform an unaligned access, so do a memcpy.
uint32_t inflatedSize;
memcpy(&inflatedSize, (uint8_t *)((uintptr_t)data + deflatedSize - 4), sizeof(uint32_t));
result.resize(inflatedSize);
stream.next_in = (Bytef *)data;
2017-03-10 19:39:55 +00:00
stream.avail_in = (uInt)deflatedSize;
stream.next_out = (Bytef *)&result[0];
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stream.avail_out = (uInt)result.length();
ssassert(inflate(&stream, Z_NO_FLUSH) == Z_STREAM_END, "Cannot inflate resource");
ssassert(stream.avail_out == 0, "Inflated resource larger than what trailer indicates");
inflateEnd(&stream);
return result;
}
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
std::shared_ptr<Pixmap> LoadPng(const std::string &name) {
size_t size;
const void *data = Platform::LoadResource(name, &size);
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
std::shared_ptr<Pixmap> pixmap = Pixmap::FromPng(static_cast<const uint8_t *>(data), size);
ssassert(pixmap != nullptr, "Cannot load pixmap");
return pixmap;
}
//-----------------------------------------------------------------------------
// Pixmap manipulation
//-----------------------------------------------------------------------------
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
size_t Pixmap::GetBytesPerPixel() const {
switch(format) {
case Format::RGBA: return 4;
case Format::BGRA: return 4;
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
case Format::RGB: return 3;
case Format::BGR: return 3;
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
case Format::A: return 1;
}
ssassert(false, "Unexpected pixmap format");
}
RgbaColor Pixmap::GetPixel(size_t x, size_t y) const {
const uint8_t *pixel = &data[y * stride + x * GetBytesPerPixel()];
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
switch(format) {
case Format::RGBA:
return RgbaColor::From(pixel[0], pixel[1], pixel[2], pixel[3]);
case Format::RGB:
return RgbaColor::From(pixel[0], pixel[1], pixel[2], 255);
case Format::BGRA:
return RgbaColor::From(pixel[2], pixel[1], pixel[0], pixel[3]);
case Format::BGR:
return RgbaColor::From(pixel[2], pixel[1], pixel[0], 255);
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
case Format::A:
return RgbaColor::From( 255, 255, 255, pixel[0]);
}
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
ssassert(false, "Unexpected resource format");
}
void Pixmap::SetPixel(size_t x, size_t y, RgbaColor color) {
uint8_t *pixel = &data[y * stride + x * GetBytesPerPixel()];
switch(format) {
case Format::RGBA:
pixel[0] = color.red;
pixel[1] = color.green;
pixel[2] = color.blue;
pixel[3] = color.alpha;
break;
case Format::RGB:
pixel[0] = color.red;
pixel[1] = color.green;
pixel[2] = color.blue;
break;
case Format::BGRA:
pixel[0] = color.blue;
pixel[1] = color.green;
pixel[2] = color.red;
pixel[3] = color.alpha;
break;
case Format::BGR:
pixel[0] = color.blue;
pixel[1] = color.green;
pixel[2] = color.red;
break;
case Format::A:
pixel[0] = color.alpha;
break;
}
}
void Pixmap::ConvertTo(Format newFormat) {
switch(format) {
case Format::RGBA:
ssassert(newFormat == Format::BGRA, "Unexpected target format");
break;
case Format::BGRA:
ssassert(newFormat == Format::RGBA, "Unexpected target format");
break;
case Format::RGB:
ssassert(newFormat == Format::BGR, "Unexpected target format");
break;
case Format::BGR:
ssassert(newFormat == Format::RGB, "Unexpected target format");
break;
case Format::A:
ssassert(false, "Unexpected target format");
}
size_t bpp = GetBytesPerPixel();
for(size_t j = 0; j != height; j++) {
uint8_t *row = &data[j * stride];
for(size_t i = 0; i != width * bpp; i += bpp) {
// This handles both RGB<>BGR and RGBA<>BGRA.
std::swap(row[i], row[i + 2]);
}
}
format = newFormat;
}
static std::shared_ptr<Pixmap> ReadPngIntoPixmap(png_struct *png_ptr, png_info *info_ptr,
bool flip) {
png_read_png(png_ptr, info_ptr, PNG_TRANSFORM_EXPAND | PNG_TRANSFORM_GRAY_TO_RGB, NULL);
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
std::shared_ptr<Pixmap> pixmap = std::make_shared<Pixmap>();
pixmap->width = png_get_image_width(png_ptr, info_ptr);
pixmap->height = png_get_image_height(png_ptr, info_ptr);
if((png_get_color_type(png_ptr, info_ptr) & PNG_COLOR_MASK_ALPHA) != 0) {
pixmap->format = Pixmap::Format::RGBA;
} else {
pixmap->format = Pixmap::Format::RGB;
}
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
size_t stride = pixmap->width * pixmap->GetBytesPerPixel();
if(stride % 4 != 0) stride += 4 - stride % 4;
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
pixmap->stride = stride;
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
pixmap->data = std::vector<uint8_t>(pixmap->stride * pixmap->height);
uint8_t **rows = png_get_rows(png_ptr, info_ptr);
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
for(size_t y = 0; y < pixmap->height; y++) {
uint8_t *srcRow = flip ? rows[pixmap->height - y - 1] : rows[y];
memcpy(&pixmap->data[pixmap->stride * y], srcRow,
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
pixmap->width * pixmap->GetBytesPerPixel());
}
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
return pixmap;
}
std::shared_ptr<Pixmap> Pixmap::FromPng(const uint8_t *data, size_t size, bool flip) {
struct Slice { const uint8_t *data; size_t size; };
Slice dataSlice = { data, size };
png_struct *png_ptr = NULL;
png_info *info_ptr = NULL;
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if(!png_ptr) goto exit;
info_ptr = png_create_info_struct(png_ptr);
if(!info_ptr) goto exit;
if(setjmp(png_jmpbuf(png_ptr))) goto exit;
png_set_read_fn(png_ptr, &dataSlice,
[](png_struct *png_ptr, uint8_t *data, size_t size) {
Slice *dataSlice = (Slice *)png_get_io_ptr(png_ptr);
if(size <= dataSlice->size) {
memcpy(data, dataSlice->data, size);
dataSlice->data += size;
dataSlice->size -= size;
} else {
png_error(png_ptr, "EOF");
}
});
return ReadPngIntoPixmap(png_ptr, info_ptr, flip);
exit:
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
return nullptr;
}
std::shared_ptr<Pixmap> Pixmap::ReadPng(FILE *f, bool flip) {
png_struct *png_ptr = NULL;
png_info *info_ptr = NULL;
uint8_t header[8];
if(fread(header, 1, sizeof(header), f) != sizeof(header)) goto exit;
if(png_sig_cmp(header, 0, sizeof(header))) goto exit;
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if(!png_ptr) goto exit;
info_ptr = png_create_info_struct(png_ptr);
if(!info_ptr) goto exit;
if(setjmp(png_jmpbuf(png_ptr))) goto exit;
png_init_io(png_ptr, f);
png_set_sig_bytes(png_ptr, sizeof(header));
return ReadPngIntoPixmap(png_ptr, info_ptr, flip);
exit:
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
return nullptr;
}
std::shared_ptr<Pixmap> Pixmap::ReadPng(const Platform::Path &filename, bool flip) {
FILE *f = OpenFile(filename, "rb");
if(!f) return NULL;
std::shared_ptr<Pixmap> pixmap = ReadPng(f, flip);
fclose(f);
return pixmap;
}
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
bool Pixmap::WritePng(FILE *f, bool flip) {
int colorType = 0;
bool bgr = false;
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
switch(format) {
case Format::RGBA: colorType = PNG_COLOR_TYPE_RGBA; bgr = false; break;
case Format::BGRA: colorType = PNG_COLOR_TYPE_RGBA; bgr = true; break;
case Format::RGB: colorType = PNG_COLOR_TYPE_RGB; bgr = false; break;
case Format::BGR: colorType = PNG_COLOR_TYPE_RGB; bgr = true; break;
case Format::A: colorType = PNG_COLOR_TYPE_GRAY; bgr = false; break;
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
}
std::vector<uint8_t *> rows;
for(size_t y = 0; y < height; y++) {
if(flip) {
rows.push_back(&data[stride * (height - y - 1)]);
} else {
rows.push_back(&data[stride * y]);
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
}
}
png_struct *png_ptr = NULL;
png_info *info_ptr = NULL;
png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if(!png_ptr) goto exit;
info_ptr = png_create_info_struct(png_ptr);
if(!info_ptr) goto exit;
if(setjmp(png_jmpbuf(png_ptr))) goto exit;
png_init_io(png_ptr, f);
2017-03-10 19:39:55 +00:00
png_set_IHDR(png_ptr, info_ptr,
(png_uint_32)width, (png_uint_32)height, 8, colorType,
PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_DEFAULT, PNG_FILTER_TYPE_DEFAULT);
if(bgr) png_set_bgr(png_ptr);
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
png_write_info(png_ptr, info_ptr);
png_write_image(png_ptr, &rows[0]);
png_write_end(png_ptr, info_ptr);
png_destroy_write_struct(&png_ptr, &info_ptr);
return true;
exit:
png_destroy_write_struct(&png_ptr, &info_ptr);
return false;
}
bool Pixmap::WritePng(const Platform::Path &filename, bool flip) {
FILE *f = OpenFile(filename, "wb");
if(!f) return false;
bool success = WritePng(f, flip);
fclose(f);
return success;
}
bool Pixmap::Equals(const Pixmap &other) const {
if(format != other.format || width != other.width || height != other.height) {
return false;
}
size_t rowLength = width * GetBytesPerPixel();
for(size_t y = 0; y < height; y++) {
if(memcmp(&data[y * stride], &other.data[y * other.stride], rowLength)) {
return false;
}
}
return true;
}
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
std::shared_ptr<Pixmap> Pixmap::Create(Format format, size_t width, size_t height) {
std::shared_ptr<Pixmap> pixmap = std::make_shared<Pixmap>();
pixmap->format = format;
pixmap->width = width;
pixmap->height = height;
// Align to fulfill OpenGL texture requirements.
size_t stride = pixmap->width * pixmap->GetBytesPerPixel();
if(stride % 4 != 0) stride += 4 - stride % 4;
pixmap->stride = stride;
pixmap->data = std::vector<uint8_t>(pixmap->stride * pixmap->height);
return pixmap;
}
std::shared_ptr<Pixmap> Pixmap::Copy() {
std::shared_ptr<Pixmap> pixmap = std::make_shared<Pixmap>();
pixmap->format = format;
pixmap->width = width;
pixmap->height = height;
pixmap->stride = stride;
pixmap->data = data;
return pixmap;
}
//-----------------------------------------------------------------------------
// ASCII sequence parsing
//-----------------------------------------------------------------------------
class ASCIIReader {
public:
std::string::const_iterator pos, end;
static ASCIIReader From(const std::string &str) {
return ASCIIReader({ str.cbegin(), str.cend() });
}
bool AtEnd() const {
return pos == end;
}
2017-01-04 15:39:27 +00:00
bool SkipSpace() {
bool skipped = false;
while(!AtEnd()) {
char c = *pos;
if(!(c == ' ' || c == '\t' || c == '\n')) break;
skipped = true;
pos++;
}
return skipped;
}
2017-01-04 15:39:27 +00:00
char PeekChar() {
ssassert(!AtEnd(), "Unexpected EOF");
return *pos;
}
char ReadChar() {
ssassert(!AtEnd(), "Unexpected EOF");
return *pos++;
}
bool TryChar(char c) {
2017-01-04 15:39:27 +00:00
if(AtEnd()) {
return false;
} else if(*pos == c) {
pos++;
return true;
} else {
return false;
}
}
void ExpectChar(char c) {
2017-01-04 15:39:27 +00:00
if(!TryChar(c)) {
dbp("Expecting character '%c'", c);
ssassert(false, "Unexpected character");
}
}
bool TryString(const std::string &s) {
if((size_t)(end - pos) >= s.size() && std::string(pos, pos + s.size()) == s) {
pos += s.size();
return true;
} else {
return false;
}
}
void ExpectString(const std::string &s) {
if(!TryString(s)) {
dbp("Expecting string '%s'", s.c_str());
ssassert(false, "Unexpected string");
}
}
size_t CountUntilEol() const {
return std::find(pos, end, '\n') - pos;
}
void SkipUntilEol() {
pos = std::find(pos, end, '\n');
}
std::string ReadUntilEol() {
auto eol = std::find(pos, end, '\n');
std::string result(pos, eol);
if(eol != end) {
pos = eol + 1;
} else {
pos = end;
}
return result;
}
uint8_t Read4HexBits() {
char c = ReadChar();
if(c >= '0' && c <= '9') {
return c - '0';
} else if(c >= 'a' && c <= 'f') {
return 10 + (c - 'a');
} else if(c >= 'A' && c <= 'F') {
return 10 + (c - 'A');
} else ssassert(false, "Unexpected hex digit");
}
uint8_t Read8HexBits() {
uint8_t h = Read4HexBits(),
l = Read4HexBits();
return (h << 4) + l;
}
uint16_t Read16HexBits() {
uint16_t h = Read8HexBits(),
l = Read8HexBits();
return (h << 8) + l;
}
2017-01-04 15:39:27 +00:00
long ReadIntegerDecimal(int base = 10) {
char *endptr;
long l = strtol(&*pos, &endptr, base);
ssassert(&*pos != endptr, "Cannot read an integer number");
pos += endptr - &*pos;
return l;
}
double ReadFloatDecimal() {
char *endptr;
double d = strtod(&*pos, &endptr);
2017-01-04 15:39:27 +00:00
ssassert(&*pos != endptr, "Cannot read a floating-point number");
pos += endptr - &*pos;
return d;
}
bool TryRegex(const std::regex &re, std::smatch *m) {
if(std::regex_search(pos, end, *m, re, std::regex_constants::match_continuous)) {
2017-01-04 15:39:27 +00:00
pos += m->length();
return true;
} else {
return false;
}
}
2017-01-04 15:39:27 +00:00
void ExpectRegex(const std::regex &re, std::smatch *m) {
ssassert(TryRegex(re, m), "Unmatched regex");
}
};
//-----------------------------------------------------------------------------
// Bitmap font manipulation
//-----------------------------------------------------------------------------
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
static uint8_t *BitmapFontTextureRow(std::shared_ptr<Pixmap> texture,
uint16_t position, size_t y) {
// position = 0;
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
size_t col = position % (texture->width / 16),
row = position / (texture->width / 16);
return &texture->data[texture->stride * (16 * row + y) + 16 * col];
}
BitmapFont BitmapFont::From(std::string &&unifontData) {
BitmapFont font = {};
font.unifontData = std::move(unifontData);
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
font.texture = Pixmap::Create(Pixmap::Format::A, 1024, 1024);
return font;
}
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
void BitmapFont::AddGlyph(char32_t codepoint, std::shared_ptr<const Pixmap> pixmap) {
ssassert((pixmap->width == 8 || pixmap->width == 16) && pixmap->height == 16,
"Unexpected pixmap dimensions");
ssassert(pixmap->format == Pixmap::Format::RGB,
"Unexpected pixmap format");
ssassert(glyphs.find(codepoint) == glyphs.end(),
"Glyph with this codepoint already exists");
ssassert(nextPosition != 0xffff,
"Too many glyphs for current texture size");
BitmapFont::Glyph glyph = {};
2017-03-10 19:39:55 +00:00
glyph.advanceCells = (uint8_t)(pixmap->width / 8);
glyph.position = nextPosition++;
glyphs.emplace(codepoint, std::move(glyph));
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
for(size_t y = 0; y < pixmap->height; y++) {
uint8_t *row = BitmapFontTextureRow(texture, glyph.position, y);
for(size_t x = 0; x < pixmap->width; x++) {
if((pixmap->GetPixel(x, y).ToPackedInt() & 0xffffff) != 0) {
row[x] = 255;
}
}
}
}
const BitmapFont::Glyph &BitmapFont::GetGlyph(char32_t codepoint) {
auto it = glyphs.find(codepoint);
if(it != glyphs.end()) {
return (*it).second;
}
ssassert(nextPosition != 0xffff,
"Too many glyphs for current texture size");
// Find the hex representation in the (sorted) Unifont file.
auto first = unifontData.cbegin(),
last = unifontData.cend();
while(first <= last) {
auto mid = first + (last - first) / 2;
while(mid != unifontData.cbegin()) {
if(*mid == '\n') {
mid++;
break;
}
mid--;
}
ASCIIReader reader = { mid, unifontData.cend() };
if(reader.AtEnd()) break;
// Read the codepoint.
char32_t foundCodepoint = reader.Read16HexBits();
reader.ExpectChar(':');
if(foundCodepoint > codepoint) {
last = mid - 1;
continue; // and first stays the same
}
if(foundCodepoint < codepoint) {
first = mid + 1;
while(first != unifontData.cend()) {
if(*first == '\n') break;
first++;
}
continue; // and last stays the same
}
// Found the codepoint.
Glyph glyph = {};
glyph.position = nextPosition++;
// Read glyph bits.
unsigned short glyphBits[16];
2017-03-10 19:39:55 +00:00
size_t glyphLength = reader.CountUntilEol();
if(glyphLength == 4 * 16) {
glyph.advanceCells = 2;
for(size_t i = 0; i < 16; i++) {
glyphBits[i] = reader.Read16HexBits();
}
} else if(glyphLength == 2 * 16) {
glyph.advanceCells = 1;
for(size_t i = 0; i < 16; i++) {
glyphBits[i] = (uint16_t)reader.Read8HexBits() << 8;
}
} else ssassert(false, "Unexpected glyph bitmap length");
// Fill in the texture (one texture byte per glyph bit).
for(size_t y = 0; y < 16; y++) {
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
uint8_t *row = BitmapFontTextureRow(texture, glyph.position, y);
for(size_t x = 0; x < 16; x++) {
if(glyphBits[y] & (1 << (15 - x))) {
row[x] = 255;
}
}
}
it = glyphs.emplace(codepoint, std::move(glyph)).first;
textureUpdated = true;
return (*it).second;
}
// Glyph doesn't exist; return replacement glyph instead.
ssassert(codepoint != 0xfffd, "Cannot parse replacement glyph");
return GetGlyph(0xfffd);
}
void BitmapFont::LocateGlyph(char32_t codepoint,
double *s0, double *t0, double *s1, double *t1,
size_t *w, size_t *h) {
const Glyph &glyph = GetGlyph(codepoint);
*w = glyph.advanceCells * 8;
*h = 16;
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
*s0 = (16.0 * (glyph.position % (texture->width / 16))) / texture->width;
*s1 = *s0 + (double)(*w) / texture->width;
*t0 = (16.0 * (glyph.position / (texture->width / 16))) / texture->height;
*t1 = *t0 + (double)(*h) / texture->height;
}
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
size_t BitmapFont::GetWidth(char32_t codepoint) {
if(codepoint >= 0xe000 && codepoint <= 0xefff) {
// These are special-cased because checkboxes predate support for 2 cell wide
// characters; and so all Printf() calls pad them with spaces.
return 1;
}
return GetGlyph(codepoint).advanceCells;
}
size_t BitmapFont::GetWidth(const std::string &str) {
size_t width = 0;
for(char32_t codepoint : ReadUTF8(str)) {
width += GetWidth(codepoint);
}
return width;
}
BitmapFont BitmapFont::Create() {
BitmapFont Font = BitmapFont::From(LoadStringFromGzip("fonts/unifont.hex.gz"));
// Unifont doesn't have a glyph for U+0020.
Font.AddGlyph(0x0020, Pixmap::Create(Pixmap::Format::RGB, 8, 16));
Font.AddGlyph(0xE000, LoadPng("fonts/private/0-check-false.png"));
Font.AddGlyph(0xE001, LoadPng("fonts/private/1-check-true.png"));
Font.AddGlyph(0xE002, LoadPng("fonts/private/2-radio-false.png"));
Font.AddGlyph(0xE003, LoadPng("fonts/private/3-radio-true.png"));
Font.AddGlyph(0xE004, LoadPng("fonts/private/4-stipple-dot.png"));
Font.AddGlyph(0xE005, LoadPng("fonts/private/5-stipple-dash-long.png"));
Font.AddGlyph(0xE006, LoadPng("fonts/private/6-stipple-dash.png"));
Font.AddGlyph(0xE007, LoadPng("fonts/private/7-stipple-zigzag.png"));
return Font;
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
}
//-----------------------------------------------------------------------------
// Vector font manipulation
//-----------------------------------------------------------------------------
const static int ARC_POINTS = 8;
static void MakePwlArc(VectorFont::Contour *contour, bool isReversed,
const Point2d &cp, double radius, double a1, double a2) {
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if(radius < LENGTH_EPS) return;
double aSign = 1.0;
if(isReversed) {
if(a1 <= a2 + LENGTH_EPS) a1 += 2.0 * M_PI;
aSign = -1.0;
} else {
if(a2 <= a1 + LENGTH_EPS) a2 += 2.0 * M_PI;
}
double aStep = aSign * fabs(a2 - a1) / (double)ARC_POINTS;
for(int i = 0; i <= ARC_POINTS; i++) {
contour->points.emplace_back(cp.Plus(Point2d::FromPolar(radius, a1 + aStep * i)));
}
}
static void MakePwlBulge(VectorFont::Contour *contour, const Point2d &v, double bulge) {
bool reversed = bulge < 0.0;
double alpha = atan(bulge) * 4.0;
const Point2d &point = contour->points.back();
Point2d middle = point.Plus(v).ScaledBy(0.5);
double dist = point.DistanceTo(v) / 2.0;
double angle = point.AngleTo(v);
// alpha can't be 0.0 at this point
double radius = fabs(dist / sin(alpha / 2.0));
double wu = fabs(radius*radius - dist*dist);
double h = sqrt(wu);
if(bulge > 0.0) {
angle += M_PI_2;
} else {
angle -= M_PI_2;
}
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if(fabs(alpha) > M_PI) {
h = -h;
}
Point2d center = Point2d::FromPolar(h, angle).Plus(middle);
double a1 = center.AngleTo(point);
double a2 = center.AngleTo(v);
MakePwlArc(contour, reversed, center, radius, a1, a2);
}
static void GetGlyphBBox(const VectorFont::Glyph &glyph,
double *rminx, double *rmaxx, double *rminy, double *rmaxy) {
double minx = 0.0, maxx = 0.0, miny = 0.0, maxy = 0.0;
if(!glyph.contours.empty()) {
const Point2d &start = glyph.contours[0].points[0];
minx = maxx = start.x;
miny = maxy = start.y;
for(const VectorFont::Contour &c : glyph.contours) {
for(const Point2d &p : c.points) {
maxx = std::max(maxx, p.x);
minx = std::min(minx, p.x);
maxy = std::max(maxy, p.y);
miny = std::min(miny, p.y);
}
}
}
if(rminx) *rminx = minx;
if(rmaxx) *rmaxx = maxx;
if(rminy) *rminy = miny;
if(rmaxy) *rmaxy = maxy;
}
VectorFont VectorFont::From(std::string &&lffData) {
VectorFont font = {};
font.lffData = std::move(lffData);
ASCIIReader reader = ASCIIReader::From(font.lffData);
std::smatch m;
while(reader.TryRegex(std::regex("#\\s*(\\w+)\\s*:\\s*(.+?)\n"), &m)) {
std::string name = m.str(1),
value = m.str(2);
std::transform(name.begin(), name.end(), name.begin(), ::tolower);
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if(name == "letterspacing") {
font.rightSideBearing = std::stod(value);
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} else if(name == "wordspacing") {
Glyph space = {};
space.advanceWidth = std::stod(value);
font.glyphs.emplace(' ', std::move(space));
}
}
GetGlyphBBox(font.GetGlyph('A'), nullptr, nullptr, nullptr, &font.capHeight);
GetGlyphBBox(font.GetGlyph('h'), nullptr, nullptr, nullptr, &font.ascender);
GetGlyphBBox(font.GetGlyph('p'), nullptr, nullptr, &font.descender, nullptr);
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
ssassert(!font.IsEmpty(), "Expected to load a font");
return font;
}
const VectorFont::Glyph &VectorFont::GetGlyph(char32_t codepoint) {
auto it = glyphs.find(codepoint);
if(it != glyphs.end()) {
return (*it).second;
}
auto firstGlyph = std::find(lffData.cbegin(), lffData.cend(), '[');
ssassert(firstGlyph != lffData.cend(), "Vector font contains no glyphs");
// Find the serialized representation in the (sorted) lff file.
auto first = firstGlyph,
last = lffData.cend();
while(first <= last) {
auto mid = first + (last - first) / 2;
while(mid > first) {
if(*mid == '[' && *(mid - 1) == '\n') break;
mid--;
}
ASCIIReader reader = { mid, lffData.cend() };
if(reader.AtEnd()) break;
// Read the codepoint.
reader.ExpectChar('[');
char32_t foundCodepoint = reader.Read16HexBits();
reader.ExpectChar(']');
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reader.SkipUntilEol();
if(foundCodepoint > codepoint) {
last = mid - 1;
continue; // and first stays the same
}
if(foundCodepoint < codepoint) {
first = mid + 1;
while(first != lffData.cend()) {
if(*first == '[' && *(first - 1) == '\n') break;
first++;
}
continue; // and last stays the same
}
// Found the codepoint.
VectorFont::Glyph glyph = {};
// Read glyph contours.
while(!reader.AtEnd()) {
if(reader.TryChar('\n')) {
// Skip.
} else if(reader.TryChar('[')) {
// End of glyph.
if(glyph.contours.back().points.empty()) {
// Remove an useless empty contour, if any.
glyph.contours.pop_back();
}
break;
} else if(reader.TryChar('C')) {
// Another character is referenced in this one.
char32_t baseCodepoint = reader.Read16HexBits();
const VectorFont::Glyph &baseGlyph = GetGlyph(baseCodepoint);
std::copy(baseGlyph.contours.begin(), baseGlyph.contours.end(),
std::back_inserter(glyph.contours));
} else {
Contour contour;
do {
Point2d p;
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p.x = reader.ReadFloatDecimal();
reader.ExpectChar(',');
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p.y = reader.ReadFloatDecimal();
if(reader.TryChar(',')) {
// Point with a bulge.
reader.ExpectChar('A');
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double bulge = reader.ReadFloatDecimal();
MakePwlBulge(&contour, p, bulge);
} else {
// Just a point.
contour.points.emplace_back(std::move(p));
}
} while(reader.TryChar(';'));
reader.ExpectChar('\n');
glyph.contours.emplace_back(std::move(contour));
}
}
// Calculate metrics.
GetGlyphBBox(glyph, &glyph.leftSideBearing, &glyph.boundingWidth, nullptr, nullptr);
glyph.advanceWidth = glyph.leftSideBearing + glyph.boundingWidth + rightSideBearing;
it = glyphs.emplace(codepoint, std::move(glyph)).first;
return (*it).second;
}
// Glyph doesn't exist; return replacement glyph instead.
ssassert(codepoint != 0xfffd, "Cannot parse replacement glyph");
return GetGlyph(0xfffd);
}
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
VectorFont *VectorFont::Builtin() {
static VectorFont Font;
if(Font.IsEmpty()) {
Font = VectorFont::From(LoadStringFromGzip("fonts/unicode.lff.gz"));
}
return &Font;
}
double VectorFont::GetCapHeight(double forCapHeight) const {
ssassert(!IsEmpty(), "Expected a loaded font");
return forCapHeight;
}
double VectorFont::GetHeight(double forCapHeight) const {
ssassert(!IsEmpty(), "Expected a loaded font");
return (ascender - descender) * (forCapHeight / capHeight);
}
double VectorFont::GetWidth(double forCapHeight, const std::string &str) {
ssassert(!IsEmpty(), "Expected a loaded font");
double width = 0;
for(char32_t codepoint : ReadUTF8(str)) {
width += GetGlyph(codepoint).advanceWidth;
}
width -= rightSideBearing;
return width * (forCapHeight / capHeight);
}
Vector VectorFont::GetExtents(double forCapHeight, const std::string &str) {
Vector ex = {};
ex.x = GetWidth(forCapHeight, str);
ex.y = GetHeight(forCapHeight);
return ex;
}
void VectorFont::Trace(double forCapHeight, Vector o, Vector u, Vector v, const std::string &str,
std::function<void(Vector, Vector)> traceEdge) {
ssassert(!IsEmpty(), "Expected a loaded font");
double scale = (forCapHeight / capHeight);
u = u.ScaledBy(scale);
v = v.ScaledBy(scale);
for(char32_t codepoint : ReadUTF8(str)) {
const Glyph &glyph = GetGlyph(codepoint);
for(const VectorFont::Contour &contour : glyph.contours) {
Vector prevp;
bool penUp = true;
for(const Point2d &pt : contour.points) {
Vector p = o.Plus(u.ScaledBy(pt.x))
.Plus(v.ScaledBy(pt.y));
if(!penUp) traceEdge(prevp, p);
prevp = p;
penUp = false;
}
}
o = o.Plus(u.ScaledBy(glyph.advanceWidth));
}
}
void VectorFont::Trace(double forCapHeight, Vector o, Vector u, Vector v, const std::string &str,
std::function<void(Vector, Vector)> traceEdge, const Camera &camera) {
ssassert(!IsEmpty(), "Expected a loaded font");
// Perform grid-fitting only when the text is parallel to the view plane.
if(camera.gridFit && !(u.WithMagnitude(1).Equals(camera.projRight) &&
v.WithMagnitude(1).Equals(camera.projUp))) {
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
return Trace(forCapHeight, o, u, v, str, traceEdge);
}
double scale = forCapHeight / capHeight;
u = u.ScaledBy(scale);
v = v.ScaledBy(scale);
for(char32_t codepoint : ReadUTF8(str)) {
const Glyph &glyph = GetGlyph(codepoint);
double actualWidth = std::max(1.0, glyph.boundingWidth);
// Align (o+lsb), (o+lsb+u) and (o+lsb+v) to pixel grid.
Vector ao = o.Plus(u.ScaledBy(glyph.leftSideBearing));
Vector au = ao.Plus(u.ScaledBy(actualWidth));
Vector av = ao.Plus(v.ScaledBy(capHeight));
ao = camera.AlignToPixelGrid(ao);
au = camera.AlignToPixelGrid(au);
av = camera.AlignToPixelGrid(av);
au = au.Minus(ao).ScaledBy(1.0 / actualWidth);
av = av.Minus(ao).ScaledBy(1.0 / capHeight);
for(const VectorFont::Contour &contour : glyph.contours) {
Vector prevp;
bool penUp = true;
for(const Point2d &pt : contour.points) {
Vector p = ao.Plus(au.ScaledBy(pt.x - glyph.leftSideBearing))
.Plus(av.ScaledBy(pt.y));
if(!penUp) traceEdge(prevp, p);
prevp = p;
penUp = false;
}
}
o = o.Plus(u.ScaledBy(glyph.advanceWidth));
}
}
2017-01-04 15:39:27 +00:00
//-----------------------------------------------------------------------------
// Gettext plural expression evaluation
//-----------------------------------------------------------------------------
class PluralExpr {
public:
class Token {
public:
enum class Type {
END,
VALUE,
BINARY_OP,
QUERY,
COLON,
PAREN_LEFT,
PAREN_RIGHT,
};
// Only valid for type == BINARY_OP.
enum class Op {
NONE,
// comparison
EQ, // ==
NEQ, // !=
LT, // <
GT, // >
LE, // <=
GE, // >=
// logical
AND, // &&
OR, // ||
// arithmetic
MOD, // %
};
Type type;
Op op;
unsigned value;
int Precedence();
};
ASCIIReader reader;
std::vector<Token> stack;
unsigned value;
Token Lex();
Token PopToken();
void Reduce();
void Eval();
static unsigned Eval(const std::string &s, unsigned n);
};
int PluralExpr::Token::Precedence() {
switch(type) {
case Type::BINARY_OP:
switch(op) {
case Op::MOD:
return 7;
case Op::LT:
case Op::GT:
case Op::LE:
case Op::GE:
return 6;
case Op::EQ:
case Op::NEQ:
return 5;
case Op::AND:
return 4;
case Op::OR:
return 3;
case Op::NONE:
;
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}
ssassert(false, "Unexpected operator");
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case Type::QUERY:
case Type::COLON:
return 1;
case Type::VALUE:
return 0;
default:
ssassert(false, "Unexpected token op");
}
}
PluralExpr::Token PluralExpr::Lex() {
Token t = {};
reader.SkipSpace();
char c = reader.PeekChar();
if(c >= '0' && c <= '9') {
t.type = Token::Type::VALUE;
t.value = reader.ReadIntegerDecimal();
} else if(reader.TryChar('n')) {
t.type = Token::Type::VALUE;
t.value = value;
} else if(reader.TryChar('%')) {
t.type = Token::Type::BINARY_OP;
t.op = Token::Op::MOD;
} else if(reader.TryChar('<')) {
t.type = Token::Type::BINARY_OP;
if(reader.TryChar('=')) {
t.op = Token::Op::LE;
} else {
t.op = Token::Op::LT;
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}
} else if(reader.TryChar('>')) {
t.type = Token::Type::BINARY_OP;
if(reader.TryChar('=')) {
t.op = Token::Op::GE;
} else {
t.op = Token::Op::GT;
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}
} else if(reader.TryChar('!')) {
reader.ExpectChar('=');
t.type = Token::Type::BINARY_OP;
t.op = Token::Op::NEQ;
} else if(reader.TryChar('=')) {
reader.ExpectChar('=');
t.type = Token::Type::BINARY_OP;
t.op = Token::Op::EQ;
} else if(reader.TryChar('&')) {
reader.ExpectChar('&');
t.type = Token::Type::BINARY_OP;
t.op = Token::Op::AND;
} else if(reader.TryChar('|')) {
reader.ExpectChar('|');
t.type = Token::Type::BINARY_OP;
t.op = Token::Op::OR;
} else if(reader.TryChar('?')) {
t.type = Token::Type::QUERY;
} else if(reader.TryChar(':')) {
t.type = Token::Type::COLON;
} else if(reader.TryChar('(')) {
t.type = Token::Type::PAREN_LEFT;
} else if(reader.TryChar(')')) {
t.type = Token::Type::PAREN_RIGHT;
} else if(reader.AtEnd()) {
t.type = Token::Type::END;
} else {
ssassert(false, "Unexpected character");
}
return t;
}
PluralExpr::Token PluralExpr::PopToken() {
ssassert(!stack.empty(), "Expected a non-empty stack");
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Token t = stack.back();
stack.pop_back();
return t;
}
void PluralExpr::Reduce() {
Token r;
r.type = Token::Type::VALUE;
Token a = PopToken();
ssassert(a.type == Token::Type::VALUE, "Expected 1st operand to be a value");
Token op = PopToken();
switch(op.type) {
case Token::Type::BINARY_OP: {
Token b = PopToken();
ssassert(b.type == Token::Type::VALUE, "Expected 2nd operand to be a value");
switch(op.op) {
case Token::Op::EQ:
r.value = (a.value == b.value ? 1 : 0);
break;
case Token::Op::NEQ:
r.value = (a.value != b.value ? 1 : 0);
break;
case Token::Op::LT:
r.value = (b.value < a.value ? 1 : 0);
break;
case Token::Op::GT:
r.value = (b.value > a.value ? 1 : 0);
break;
case Token::Op::LE:
r.value = (b.value <= a.value ? 1 : 0);
break;
case Token::Op::GE:
r.value = (b.value >= a.value ? 1 : 0);
break;
case Token::Op::AND:
r.value = a.value && b.value;
break;
case Token::Op::OR:
r.value = a.value || b.value;
break;
case Token::Op::MOD:
r.value = b.value % a.value;
break;
case Token::Op::NONE:
ssassert(false, "Unexpected operator");
}
break;
}
case Token::Type::COLON: {
Token b = PopToken();
ssassert(PopToken().type == Token::Type::QUERY, "Expected ?");
Token c = PopToken();
r.value = c.value ? b.value : a.value;
break;
}
default:
ssassert(false, "Unexpected operator type");
}
stack.push_back(r);
}
void PluralExpr::Eval() {
while(true) {
Token t = Lex();
switch(t.type) {
case Token::Type::END:
case Token::Type::PAREN_RIGHT:
while(stack.size() > 1 &&
stack.end()[-2].type != Token::Type::PAREN_LEFT) {
Reduce();
}
if(t.type == Token::Type::PAREN_RIGHT) {
ssassert(stack.size() > 1, "Expected (");
stack.push_back(t);
}
return;
case Token::Type::PAREN_LEFT:
stack.push_back(t);
Eval();
if(stack.back().type != Token::Type::PAREN_RIGHT) {
ssassert(false, "Expected )");
}
stack.pop_back();
stack.erase(stack.end() - 2);
break;
case Token::Type::VALUE:
stack.push_back(t);
break;
case Token::Type::BINARY_OP:
case Token::Type::QUERY:
case Token::Type::COLON:
while(stack.size() > 1 &&
stack.end()[-2].type != Token::Type::PAREN_LEFT &&
t.Precedence() < stack.end()[-2].Precedence()) {
Reduce();
}
stack.push_back(t);
break;
}
}
}
unsigned PluralExpr::Eval(const std::string &s, unsigned n) {
PluralExpr expr = {};
expr.reader = ASCIIReader::From(s);
expr.value = n;
expr.Eval();
Token t = expr.PopToken();
ssassert(t.type == Token::Type::VALUE, "Expected a value");
return t.value;
}
//-----------------------------------------------------------------------------
// Gettext message keys
//-----------------------------------------------------------------------------
class TranslationKey {
public:
bool hasContext;
std::string context;
std::string ident;
};
struct TranslationKeyLess {
bool operator()(const TranslationKey &a, const TranslationKey &b) const {
return a.hasContext < b.hasContext ||
(a.hasContext == b.hasContext && a.context < b.context) ||
(a.hasContext == b.hasContext && a.context == b.context && a.ident < b.ident);
}
};
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//-----------------------------------------------------------------------------
// Gettext .po file parsing
//-----------------------------------------------------------------------------
class GettextParser {
public:
ASCIIReader reader;
unsigned pluralCount;
std::string pluralExpr;
std::map<TranslationKey, std::vector<std::string>, TranslationKeyLess> messages;
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void SkipSpace();
std::string ReadString();
void ParseHeader(const std::string &header);
void Parse();
};
void GettextParser::SkipSpace() {
while(!reader.AtEnd()) {
if(reader.TryChar('#')) {
reader.SkipUntilEol();
} else if(!reader.SkipSpace()) {
break;
}
}
}
std::string GettextParser::ReadString() {
SkipSpace();
reader.ExpectChar('"');
std::string result;
while(true) {
if(reader.AtEnd()) {
ssassert(false, "Unexpected EOF within a string");
} else if(reader.TryChar('\"')) {
SkipSpace();
if(!reader.TryChar('\"')) {
break;
}
} else if(reader.TryChar('\\')) {
if(reader.TryChar('\\')) {
result += '\\';
} else if(reader.TryChar('n')) {
result += '\n';
} else if(reader.TryChar('t')) {
result += '\t';
} else if(reader.TryChar('"')) {
result += '"';
} else {
ssassert(false, "Unexpected escape sequence");
}
} else {
result += reader.ReadChar();
}
}
return result;
}
void GettextParser::ParseHeader(const std::string &header) {
ASCIIReader reader = ASCIIReader::From(header);
while(!reader.AtEnd()) {
reader.SkipSpace();
if(reader.TryString("Plural-Forms:")) {
reader.SkipSpace();
reader.ExpectString("nplurals=");
reader.SkipSpace();
pluralCount = reader.ReadIntegerDecimal();
reader.SkipSpace();
reader.ExpectString(";");
reader.SkipSpace();
reader.ExpectString("plural=");
pluralExpr = reader.ReadUntilEol();
} else {
reader.SkipUntilEol();
}
}
}
void GettextParser::Parse() {
// Default to a single form, in case a header is missing.
pluralCount = 1;
pluralExpr = "0";
SkipSpace();
while(!reader.AtEnd()) {
TranslationKey key = {};
if(reader.TryString("msgctxt")) {
key.hasContext = true;
key.context = ReadString();
}
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reader.ExpectString("msgid");
key.ident = ReadString();
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if(reader.TryString("msgid_plural")) {
ReadString(); // we don't need it
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}
std::vector<std::string> msgstrs;
while(reader.TryString("msgstr")) {
if(reader.TryChar('[')) {
unsigned index = reader.ReadIntegerDecimal();
reader.ExpectChar(']');
if(msgstrs.size() <= index) {
msgstrs.resize(index + 1);
}
msgstrs[index] = ReadString();
} else {
msgstrs.emplace_back(ReadString());
break;
}
}
if(key.ident.empty()) {
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ssassert(msgstrs.size() == 1,
"Expected exactly one header msgstr");
ParseHeader(msgstrs[0]);
} else {
ssassert(msgstrs.size() == 1 ||
msgstrs.size() == pluralCount,
"Expected msgstr count to match plural form count");
messages.emplace(key, msgstrs);
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}
}
}
//-----------------------------------------------------------------------------
// Translation management
//-----------------------------------------------------------------------------
class Translation {
public:
unsigned pluralCount;
std::string pluralExpr;
std::map<TranslationKey, std::vector<std::string>, TranslationKeyLess> messages;
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static Translation From(const std::string &poData);
const std::string &Translate(const TranslationKey &key);
const std::string &TranslatePlural(const TranslationKey &key, unsigned n);
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};
Translation Translation::From(const std::string &poData) {
GettextParser parser = {};
parser.reader = ASCIIReader::From(poData);
parser.Parse();
Translation trans = {};
trans.pluralCount = parser.pluralCount;
trans.pluralExpr = parser.pluralExpr;
trans.messages = parser.messages;
return trans;
}
const std::string &Translation::Translate(const TranslationKey &key) {
auto it = messages.find(key);
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if(it == messages.end()) {
dbp("Missing (absent) translation for %s'%s'", key.context.c_str(), key.ident.c_str());
messages[key].emplace_back(key.ident);
it = messages.find(key);
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}
if(it->second[0].empty()) {
dbp("Missing (empty) translation for %s'%s'", key.context.c_str(), key.ident.c_str());
it->second[0] = key.ident;
}
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if(it->second.size() != 1) {
dbp("Incorrect use of translated message %s'%s'", key.context.c_str(), key.ident.c_str());
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ssassert(false, "Using a message with a plural form without a number");
}
return it->second[0];
}
const std::string &Translation::TranslatePlural(const TranslationKey &key, unsigned n) {
unsigned pluralForm = PluralExpr::Eval(pluralExpr, n);
auto it = messages.find(key);
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if(it == messages.end()) {
dbp("Missing (absent) translation for %s'%s'", key.context.c_str(), key.ident.c_str());
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for(unsigned i = 0; i < pluralCount; i++) {
messages[key].emplace_back(key.ident);
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}
it = messages.find(key);
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}
if(it->second[pluralForm].empty()) {
dbp("Missing (empty) translation for %s'%s'[%d]",
key.context.c_str(), key.ident.c_str(), pluralForm);
it->second[pluralForm] = key.ident;
}
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return it->second[pluralForm];
}
//-----------------------------------------------------------------------------
// Locale management
//-----------------------------------------------------------------------------
static std::set<Locale, LocaleLess> locales;
static std::map<Locale, Translation, LocaleLess> translations;
static Translation dummyTranslation;
static Translation *currentTranslation = &dummyTranslation;
const std::set<Locale, LocaleLess> &Locales() {
if(!locales.empty()) return locales;
std::string localeList = LoadString("locales.txt");
ASCIIReader reader = ASCIIReader::From(localeList);
while(!reader.AtEnd()) {
reader.SkipSpace();
if(reader.TryChar('#')) {
reader.SkipUntilEol();
continue;
}
std::smatch m;
reader.ExpectRegex(std::regex("([a-z]{2})-([A-Z]{2}),([0-9A-F]{4}),(.+?)\n"), &m);
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Locale locale = {};
locale.language = m.str(1);
locale.region = m.str(2);
locale.lcid = std::stoi(m.str(3), NULL, 16);
locale.displayName = m.str(4);
locales.emplace(locale);
}
return locales;
}
template<class Predicate>
bool SetLocale(Predicate pred) {
auto it = std::find_if(Locales().begin(), Locales().end(), pred);
if(it != locales.end()) {
std::string filename = "locales/" + it->language + "_" + it->region + ".po";
translations[*it] = Translation::From(LoadString(filename));
currentTranslation = &translations[*it];
return true;
} else {
return false;
}
}
bool SetLocale(const std::string &name) {
return SetLocale([&](const Locale &locale) {
if(name == locale.language + "-" + locale.region) {
return true;
} else if(name == locale.language + "_" + locale.region) {
return true;
} else if(name == locale.language) {
return true;
} else {
return false;
}
});
}
bool SetLocale(uint16_t lcid) {
return SetLocale([&](const Locale &locale) {
return locale.lcid == lcid;
});
}
const std::string &Translate(const char *msgid) {
TranslationKey key = {};
key.ident = msgid;
return currentTranslation->Translate(key);
}
const std::string &Translate(const char *msgctxt, const char *msgid) {
TranslationKey key = {};
key.hasContext = true;
key.context = msgctxt;
key.ident = msgid;
return currentTranslation->Translate(key);
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}
const std::string &TranslatePlural(const char *msgid, unsigned n) {
TranslationKey key = {};
key.ident = msgid;
return currentTranslation->TranslatePlural(key, n);
}
const std::string &TranslatePlural(const char *msgctxt, const char *msgid, unsigned n) {
TranslationKey key = {};
key.hasContext = true;
key.context = msgctxt;
key.ident = msgid;
return currentTranslation->TranslatePlural(key, n);
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}
Implement a resource system. Currently, icons, fonts, etc are converted to C structures at compile time and are hardcoded to the binary. This presents several problems: * Cross-compilation is complicated. Right now, it is necessary to be able to run executables for the target platform; this happens to work with wine-binfmt installed, but is rather ugly. * Icons can only have one resolution. On OS X, modern software is expected to take advantage of high-DPI ("Retina") screens and use so-called @2x assets when ran in high-DPI mode. * Localization is complicated. Win32 and OS X provide built-in support for loading the resource appropriate for the user's locale. * Embedding strings can only be done as raw strings, using C++'s R"(...)" literals. This precludes embedding sizable strings, e.g. JavaScript libraries as used in Three.js export, and makes git history less useful. Not embedding the libraries means we have to rely on external CDNs, which requires an Internet connection and adds a glaring point of failure. * Linux distribution guidelines are violated. All architecture- independent data, especially large data such as fonts, is expected to be in /usr/share, not in the binary. * Customization is impossible without recompilation. Minor modifications like adding a few missing vector font characters or adjusting localization require a complete development environment, which is unreasonable to expect from users of a mechanical CAD. As such, this commit adds a resource system that bundles (and sometimes builds) resources with the executable. Where they go is platform-dependent: * on Win32: into resources of the executable, which allows us to keep distributing one file; * on OS X: into the app bundle; * on other *nix: into /usr/share/solvespace/ or ../res/ (relative to the executable path), the latter allowing us to run freshly built executables without installation. It also subsides the platform-specific resources that are in src/. The resource system is not yet used for anything; this will be added in later commits.
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}