Graphics/TextSprite: Fix unused memory not being released by Update
Former-commit-id: 2a1349b1346d6dd11a004654a65d43e91626b76a
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@ -65,18 +65,23 @@ namespace Nz
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}
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// Remove unused atlas slots
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auto it = m_atlases.begin();
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while (it != m_atlases.end())
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auto atlasIt = m_atlases.begin();
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while (atlasIt != m_atlases.end())
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{
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if (!it->second.used)
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m_atlases.erase(it++);
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if (!atlasIt->second.used)
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m_atlases.erase(atlasIt++);
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else
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++it;
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++atlasIt;
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}
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unsigned int glyphCount = drawer.GetGlyphCount();
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m_localVertices.resize(glyphCount * 4);
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// Reset glyph count for every texture to zero
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for (auto& pair : m_renderInfos)
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pair.second.count = 0;
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// Count glyph count for each texture
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Texture* lastTexture = nullptr;
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unsigned int* count = nullptr;
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for (unsigned int i = 0; i < glyphCount; ++i)
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@ -86,25 +91,36 @@ namespace Nz
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Texture* texture = static_cast<Texture*>(glyph.atlas);
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if (lastTexture != texture)
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{
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auto pair = m_renderInfos.insert(std::make_pair(texture, RenderIndices{0U, 0U}));
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auto it = m_renderInfos.find(texture);
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if (it == m_renderInfos.end())
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it = m_renderInfos.insert(std::make_pair(texture, RenderIndices{0U, 0U})).first;
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count = &pair.first->second.count;
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count = &it->second.count;
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lastTexture = texture;
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}
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(*count)++;
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}
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// Attribution des indices
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// Attributes indices and reinitialize glyph count to zero to use it as a counter in the next loop
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// This is because the 1st glyph can use texture A, the 2nd glyph can use texture B and the 3th glyph C can use texture A again
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// so we need a counter to know where to write informations
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// also remove unused render infos
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unsigned int index = 0;
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for (auto& pair : m_renderInfos)
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auto infoIt = m_renderInfos.begin();
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while (infoIt != m_renderInfos.end())
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{
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RenderIndices& indices = infoIt->second;
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if (indices.count == 0)
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m_renderInfos.erase(infoIt++); //< No glyph uses this texture, remove from indices
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else
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{
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RenderIndices& indices = pair.second;
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indices.first = index;
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index += indices.count;
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indices.count = 0; // On réinitialise count à zéro (on va s'en servir comme compteur dans la boucle suivante)
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indices.count = 0;
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++infoIt;
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}
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}
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lastTexture = nullptr;
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@ -116,11 +132,11 @@ namespace Nz
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Texture* texture = static_cast<Texture*>(glyph.atlas);
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if (lastTexture != texture)
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{
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indices = &m_renderInfos[texture]; // On a changé de texture, on ajuste le pointeur
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indices = &m_renderInfos[texture]; //< We changed texture, adjust the pointer
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lastTexture = texture;
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}
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// On commence par transformer les coordonnées entières en flottantes:
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// First, compute the uv coordinates from our atlas rect
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Vector2ui size(texture->GetSize());
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float invWidth = 1.f/size.x;
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float invHeight = 1.f/size.y;
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@ -131,10 +147,11 @@ namespace Nz
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uvRect.width *= invWidth;
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uvRect.height *= invHeight;
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static RectCorner normalCorners[4] = {RectCorner_LeftTop, RectCorner_RightTop, RectCorner_LeftBottom, RectCorner_RightBottom};
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static RectCorner flippedCorners[4] = {RectCorner_LeftBottom, RectCorner_LeftTop, RectCorner_RightBottom, RectCorner_RightTop};
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// Our glyph may be flipped in the atlas, to render it correctly we need to change the uv coordinates accordingly
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const RectCorner normalCorners[4] = {RectCorner_LeftTop, RectCorner_RightTop, RectCorner_LeftBottom, RectCorner_RightBottom};
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const RectCorner flippedCorners[4] = {RectCorner_LeftBottom, RectCorner_LeftTop, RectCorner_RightBottom, RectCorner_RightTop};
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// Affectation des positions, couleurs, coordonnées de textures
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// Set the position, color and UV of our vertices
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for (unsigned int j = 0; j < 4; ++j)
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{
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// Remember that indices->count is a counter here, not a count value
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@ -143,7 +160,7 @@ namespace Nz
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m_localVertices[indices->count*4 + j].uv.Set(uvRect.GetCorner((glyph.flipped) ? flippedCorners[j] : normalCorners[j]));
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}
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// Et on passe au prochain sommet
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// Increment the counter, go to next glyph
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indices->count++;
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}
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