Implementing efficient text rendering for large amounts of dynamic text requires a combination of strategies to minimize CPU usage and optimize performance. Here are some techniques to achieve this:
Here's an example implementation combining some of these techniques:
#include <SDL.h>
#include <SDL_ttf.h>
#include <string>
#include <unordered_map>
class TextRenderer {
public:
TextRenderer(SDL_Renderer* renderer,
TTF_Font* font)
: renderer(renderer), font(font) {}
void renderText(const std::string& text,
int x, int y,
SDL_Color color) {
SDL_Texture* texture = getTextTexture(
text, color);
if (texture) {
int w, h;
SDL_QueryTexture(texture, nullptr,
nullptr, &w, &h);
SDL_Rect dstRect = {x, y, w, h};
SDL_RenderCopy(renderer, texture, nullptr,
&dstRect);
}
}
void clearCache() {
for (auto& pair : textureCache) {
SDL_DestroyTexture(pair.second);
}
textureCache.clear();
}
~TextRenderer() { clearCache(); }
private:
SDL_Renderer* renderer;
TTF_Font* font;
std::unordered_map<std::string, SDL_Texture*>
textureCache;
SDL_Texture* getTextTexture(
const std::string& text, SDL_Color color) {
std::string key = text +
std::to_string(color.r) + std::to_string(
color.g) +
std::to_string(color.b);
auto it = textureCache.find(key);
if (it != textureCache.end()) {
return it->second;
}
SDL_Surface* surface =
TTF_RenderText_Blended(
font, text.c_str(), color);
if (!surface) return nullptr;
SDL_Texture* texture =
SDL_CreateTextureFromSurface(
renderer, surface);
SDL_FreeSurface(surface);
if (texture) {
textureCache[key] = texture;
}
return texture;
}
};
// Usage
SDL_Renderer* renderer =
SDL_CreateRenderer(window, -1,
SDL_RENDERER_ACCELERATED);
TTF_Font* font = TTF_OpenFont("font.ttf", 24);
TextRenderer textRenderer(renderer, font);
// In render loop
SDL_RenderClear (renderer);
textRenderer.renderText(
"Dynamic Text 1",
100,100, {255, 255, 255, 255}
);
textRenderer.renderText(
"Dynamic Text 2",
100, 150, {255, 0, 0, 255}
);
SDL_RenderPresent (renderer);
// Clean up
TTF_CloseFont (font);
SDL_DestroyRenderer (renderer);
This implementation uses texture caching and hardware-accelerated rendering. For even better performance with large amounts of text:
Remember to profile your application to identify bottlenecks and optimize accordingly. The best approach may vary depending on your specific use case and the nature of your dynamic text.
Answers to questions are automatically generated and may not have been reviewed.
SDL_ttf
Learn to render and manipulate text in SDL2 applications using the official SDL_ttf
extension