Graphics/TextSprite: Update to Renderable
Still WIP as it appears to randomly crash Former-commit-id: 2397ba7e556f7ed72b5fc8752704c3b212fa9fc1
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parent
35f6e0d376
commit
3b5551ed7a
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@ -9,21 +9,27 @@
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/SceneNode.hpp>
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#include <Nazara/Graphics/Renderable.hpp>
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#include <Nazara/Utility/AbstractAtlas.hpp>
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#include <Nazara/Utility/AbstractTextDrawer.hpp>
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#include <Nazara/Utility/VertexStruct.hpp>
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#include <memory>
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#include <set>
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class NAZARA_API NzTextSprite : public NzSceneNode
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class NzTextSprite;
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using NzTextSpriteConstRef = NzObjectRef<const NzTextSprite>;
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using NzTextSpriteLibrary = NzObjectLibrary<NzTextSprite>;
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using NzTextSpriteRef = NzObjectRef<NzTextSprite>;
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class NAZARA_API NzTextSprite : public NzRenderable
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{
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public:
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NzTextSprite();
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NzTextSprite(const NzTextSprite& sprite);
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~NzTextSprite() = default;
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void AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const override;
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void AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const InstanceData& instanceData) const override;
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void Clear();
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@ -32,7 +38,6 @@ class NAZARA_API NzTextSprite : public NzSceneNode
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const NzColor& GetColor() const;
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NzMaterial* GetMaterial() const;
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nzSceneNodeType GetSceneNodeType() const override;
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void InvalidateVertices();
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bool IsDrawable() const;
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@ -45,14 +50,13 @@ class NAZARA_API NzTextSprite : public NzSceneNode
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NzTextSprite& operator=(const NzTextSprite& text);
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template<typename... Args> static NzTextSpriteRef New(Args&&... args);
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private:
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void InvalidateNode() override;
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void MakeBoundingVolume() const override;
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void OnAtlasInvalidated(const NzAbstractAtlas* atlas);
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void OnAtlasLayerChange(const NzAbstractAtlas* atlas, NzAbstractImage* oldLayer, NzAbstractImage* newLayer);
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void Register() override;
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void Unregister() override;
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void UpdateVertices() const;
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void UpdateData(InstanceData* instanceData) const override;
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struct RenderIndices
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{
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@ -69,12 +73,15 @@ class NAZARA_API NzTextSprite : public NzSceneNode
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std::unordered_map<const NzAbstractAtlas*, AtlasSlots> m_atlases;
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mutable std::unordered_map<NzTexture*, RenderIndices> m_renderInfos;
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mutable std::vector<NzVertexStruct_XY_Color> m_localVertices;
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mutable std::vector<NzVertexStruct_XYZ_Color_UV> m_vertices;
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mutable std::vector<NzVertexStruct_XY_Color_UV> m_localVertices;
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NzColor m_color;
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NzMaterialRef m_material;
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NzRectui m_localBounds;
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mutable bool m_verticesUpdated;
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static NzTextSpriteLibrary::LibraryMap s_library;
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};
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#include <Nazara/Graphics/TextSprite.inl>
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#endif // NAZARA_TEXTSPRITE_HPP
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@ -0,0 +1,17 @@
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <memory>
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#include <Nazara/Renderer/Debug.hpp>
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template<typename... Args>
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NzTextSpriteRef NzTextSprite::New(Args&&... args)
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{
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std::unique_ptr<NzTextSprite> object(new NzTextSprite(std::forward<Args>(args)...));
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object->SetPersistent(false);
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return object.release();
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}
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#include <Nazara/Renderer/DebugOff.hpp>
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@ -28,6 +28,11 @@ struct NzVertexStruct_XY_UV : NzVertexStruct_XY
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NzVector2f uv;
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};
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struct NzVertexStruct_XY_Color_UV : NzVertexStruct_XY_Color
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{
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NzVector2f uv;
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};
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/******************************* Structures 3D *******************************/
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struct NzVertexStruct_XYZ
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@ -7,30 +7,24 @@
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#include <Nazara/Core/SparsePtr.hpp>
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#include <Nazara/Graphics/AbstractRenderQueue.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/Scene.hpp>
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#include <memory>
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#include <Nazara/Utility/Font.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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NzTextSprite::NzTextSprite() :
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m_color(NzColor::White),
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m_verticesUpdated(false)
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m_color(NzColor::White)
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{
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SetDefaultMaterial();
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}
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NzTextSprite::NzTextSprite(const NzTextSprite& sprite) :
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NzSceneNode(sprite),
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NzRenderable(sprite),
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m_renderInfos(sprite.m_renderInfos),
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m_localVertices(sprite.m_localVertices),
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m_vertices(sprite.m_vertices),
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m_color(sprite.m_color),
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m_material(sprite.m_material),
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m_localBounds(sprite.m_localBounds),
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m_verticesUpdated(sprite.m_verticesUpdated)
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m_localBounds(sprite.m_localBounds)
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{
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SetParent(sprite.GetParent());
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for (auto it = sprite.m_atlases.begin(); it != sprite.m_atlases.end(); ++it)
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{
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const NzAbstractAtlas* atlas = it->first;
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@ -42,18 +36,18 @@ m_verticesUpdated(sprite.m_verticesUpdated)
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}
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}
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void NzTextSprite::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
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void NzTextSprite::AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const InstanceData& instanceData) const
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{
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if (!m_verticesUpdated)
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UpdateVertices();
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for (auto& pair : m_renderInfos)
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{
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NzTexture* overlay = pair.first;
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RenderIndices& indices = pair.second;
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if (indices.count > 0)
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renderQueue->AddSprites(m_material, &m_vertices[indices.first*4], indices.count, overlay);
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{
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const NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<const NzVertexStruct_XYZ_Color_UV*>(instanceData.data.data());
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renderQueue->AddSprites(m_material, &vertices[indices.first*4], indices.count, overlay);
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}
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}
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}
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@ -63,7 +57,6 @@ void NzTextSprite::Clear()
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m_boundingVolume.MakeNull();
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m_localVertices.clear();
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m_renderInfos.clear();
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m_vertices.clear();
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}
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NzTextSprite* NzTextSprite::Clone() const
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@ -86,14 +79,9 @@ NzMaterial* NzTextSprite::GetMaterial() const
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return m_material;
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}
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nzSceneNodeType NzTextSprite::GetSceneNodeType() const
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{
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return nzSceneNodeType_TextSprite;
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}
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void NzTextSprite::InvalidateVertices()
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{
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m_verticesUpdated = false;
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OnRenderableInvalidateInstanceData(this, 0);
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}
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bool NzTextSprite::IsDrawable() const
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@ -104,7 +92,8 @@ bool NzTextSprite::IsDrawable() const
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void NzTextSprite::SetColor(const NzColor& color)
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{
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m_color = color;
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m_verticesUpdated = false;
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InvalidateVertices();
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}
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void NzTextSprite::SetDefaultMaterial()
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@ -161,7 +150,6 @@ void NzTextSprite::Update(const NzAbstractTextDrawer& drawer)
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unsigned int glyphCount = drawer.GetGlyphCount();
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m_localVertices.resize(glyphCount * 4);
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m_vertices.resize(glyphCount * 4);
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NzTexture* lastTexture = nullptr;
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unsigned int* count = nullptr;
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@ -193,8 +181,6 @@ void NzTextSprite::Update(const NzAbstractTextDrawer& drawer)
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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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}
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NzSparsePtr<NzVector2f> texCoordPtr(&m_vertices[0].uv, sizeof(NzVertexStruct_XYZ_Color_UV));
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lastTexture = nullptr;
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RenderIndices* indices = nullptr;
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for (unsigned int i = 0; i < glyphCount; ++i)
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@ -208,15 +194,6 @@ void NzTextSprite::Update(const NzAbstractTextDrawer& drawer)
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lastTexture = texture;
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}
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// Affectation des positions et couleurs (locaux)
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for (unsigned int j = 0; j < 4; ++j)
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{
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m_localVertices[i*4 + j].color = glyph.color;
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m_localVertices[i*4 + j].position.Set(glyph.corners[j]);
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}
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// Calcul des coordonnées de texture (globaux)
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// On commence par transformer les coordonnées entières en flottantes:
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NzVector2ui size(texture->GetSize());
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float invWidth = 1.f/size.x;
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@ -228,23 +205,16 @@ void NzTextSprite::Update(const NzAbstractTextDrawer& drawer)
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uvRect.width *= invWidth;
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uvRect.height *= invHeight;
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// Extraction des quatre coins et attribution
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NzSparsePtr<NzVector2f> texCoord = texCoordPtr + indices->first*4 + indices->count*4;
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if (!glyph.flipped)
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static nzRectCorner normalCorners[4] = {nzRectCorner_LeftTop, nzRectCorner_RightTop, nzRectCorner_LeftBottom, nzRectCorner_RightBottom};
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static nzRectCorner flippedCorners[4] = {nzRectCorner_LeftBottom, nzRectCorner_LeftTop, nzRectCorner_RightBottom, nzRectCorner_RightTop};
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// Affectation des positions, couleurs, coordonnées de textures
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for (unsigned int j = 0; j < 4; ++j)
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{
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// Le glyphe n'est pas retourné, l'ordre des UV suit celui des sommets
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*texCoord++ = uvRect.GetCorner(nzRectCorner_LeftTop);
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*texCoord++ = uvRect.GetCorner(nzRectCorner_RightTop);
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*texCoord++ = uvRect.GetCorner(nzRectCorner_LeftBottom);
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*texCoord++ = uvRect.GetCorner(nzRectCorner_RightBottom);
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}
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else
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{
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// Le glyphe a subit une rotation de 90° (sens antihoraire), on adapte les UV en conséquence
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*texCoord++ = uvRect.GetCorner(nzRectCorner_LeftBottom);
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*texCoord++ = uvRect.GetCorner(nzRectCorner_LeftTop);
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*texCoord++ = uvRect.GetCorner(nzRectCorner_RightBottom);
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*texCoord++ = uvRect.GetCorner(nzRectCorner_RightTop);
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// Remember that indices->count is a counter here, not a count value
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m_localVertices[indices->count*4 + j].color = glyph.color;
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m_localVertices[indices->count*4 + j].position.Set(glyph.corners[j]);
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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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@ -252,16 +222,15 @@ void NzTextSprite::Update(const NzAbstractTextDrawer& drawer)
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}
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m_localBounds = drawer.GetBounds();
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m_boundingVolume.MakeNull();
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m_boundingVolumeUpdated = false;
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m_verticesUpdated = false;
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InvalidateBoundingVolume();
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clearOnFail.Reset();
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}
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NzTextSprite& NzTextSprite::operator=(const NzTextSprite& text)
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{
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NzSceneNode::operator=(text);
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NzRenderable::operator=(text);
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m_atlases.clear();
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@ -282,29 +251,19 @@ NzTextSprite& NzTextSprite::operator=(const NzTextSprite& text)
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slots.releaseSlot.Connect(atlas->OnAtlasRelease, this, OnAtlasInvalidated);
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}
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// On ne copie pas les sommets finaux car il est très probable que nos paramètres soient modifiés et qu'ils doivent être régénérés de toute façon
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m_verticesUpdated = false;
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InvalidateBoundingVolume();
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InvalidateVertices();
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return *this;
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}
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void NzTextSprite::InvalidateNode()
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{
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NzSceneNode::InvalidateNode();
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m_verticesUpdated = false;
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}
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void NzTextSprite::MakeBoundingVolume() const
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{
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NzVector3f down = (m_scene) ? m_scene->GetDown() : NzVector3f::Down();
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NzVector3f right = (m_scene) ? m_scene->GetRight() : NzVector3f::Right();
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NzRectf bounds(m_localBounds);
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NzVector2f max = bounds.GetMaximum();
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NzVector2f min = bounds.GetMinimum();
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m_boundingVolume.Set(min.x*right + min.y*down, max.x*right + max.y*down);
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m_boundingVolume.Set(min.x*NzVector3f::Right() + min.y*NzVector3f::Down(), max.x*NzVector3f::Right() + max.y*NzVector3f::Down());
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}
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void NzTextSprite::OnAtlasInvalidated(const NzAbstractAtlas* atlas)
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@ -313,7 +272,7 @@ void NzTextSprite::OnAtlasInvalidated(const NzAbstractAtlas* atlas)
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if (m_atlases.find(atlas) == m_atlases.end())
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{
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NazaraInternalError("Not listening to " + NzString::Pointer(atlas));
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return false;
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return;
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}
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#endif
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@ -329,13 +288,12 @@ void NzTextSprite::OnAtlasLayerChange(const NzAbstractAtlas* atlas, NzAbstractIm
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if (m_atlases.find(atlas) == m_atlases.end())
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{
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NazaraInternalError("Not listening to " + NzString::Pointer(atlas));
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return false;
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return;
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}
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#endif
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// La texture d'un atlas vient d'être recréée (changement de taille)
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// nous devons ajuster les coordonnées de textures et la texture du rendu
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NzTexture* oldTexture = static_cast<NzTexture*>(oldLayer);
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NzTexture* newTexture = static_cast<NzTexture*>(newLayer);
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@ -351,11 +309,11 @@ void NzTextSprite::OnAtlasLayerChange(const NzAbstractAtlas* atlas, NzAbstractIm
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NzVector2f scale = NzVector2f(oldSize)/NzVector2f(newSize); // ratio ancienne et nouvelle taille
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// On va maintenant parcourir toutes les coordonnées de texture concernées pour les multiplier par ce ratio
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NzSparsePtr<NzVector2f> texCoordPtr(&m_vertices[indices.first].uv, sizeof(NzVertexStruct_XYZ_Color_UV));
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NzSparsePtr<NzVector2f> texCoordPtr(&m_localVertices[indices.first].uv, sizeof(NzVertexStruct_XYZ_Color_UV));
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for (unsigned int i = 0; i < indices.count; ++i)
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{
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for (unsigned int j = 0; j < 4; ++j)
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texCoordPtr[i*4 + j] *= scale;
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m_localVertices[i*4 + j].uv *= scale;
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}
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// Nous enlevons l'ancienne texture et rajoutons la nouvelle à sa place (pour les mêmes indices)
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@ -364,27 +322,14 @@ void NzTextSprite::OnAtlasLayerChange(const NzAbstractAtlas* atlas, NzAbstractIm
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}
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}
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void NzTextSprite::Register()
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void NzTextSprite::UpdateData(InstanceData* instanceData) const
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{
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// Le changement de scène peut affecter les sommets
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m_verticesUpdated = false;
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}
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instanceData->data.resize(m_localVertices.size());
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NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<NzVertexStruct_XYZ_Color_UV*>(instanceData->data.data());
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void NzTextSprite::Unregister()
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{
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}
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void NzTextSprite::UpdateVertices() const
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{
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if (!m_transformMatrixUpdated)
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UpdateTransformMatrix();
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// On récupère le repère de la scène
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NzVector3f down = (m_scene) ? m_scene->GetDown() : NzVector3f::Down();
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NzVector3f right = (m_scene) ? m_scene->GetRight() : NzVector3f::Right();
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NzSparsePtr<NzColor> colorPtr(&m_vertices[0].color, sizeof(NzVertexStruct_XYZ_Color_UV));
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NzSparsePtr<NzVector3f> posPtr(&m_vertices[0].position, sizeof(NzVertexStruct_XYZ_Color_UV));
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NzSparsePtr<NzColor> colorPtr(&vertices[0].color, sizeof(NzVertexStruct_XYZ_Color_UV));
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NzSparsePtr<NzVector3f> posPtr(&vertices[0].position, sizeof(NzVertexStruct_XYZ_Color_UV));
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NzSparsePtr<NzVector2f> texCoordPtr(&vertices[0].uv, sizeof(NzVertexStruct_XYZ_Color_UV));
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// Nous allons maintenant initialiser les sommets finaux (ceux envoyés à la RenderQueue)
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// à l'aide du repère, de la matrice et de notre attribut de couleur
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@ -394,18 +339,20 @@ void NzTextSprite::UpdateVertices() const
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NzSparsePtr<NzColor> color = colorPtr + indices.first*4;
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NzSparsePtr<NzVector3f> pos = posPtr + indices.first*4;
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NzVertexStruct_XY_Color* localVertex = &m_localVertices[indices.first*4];
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NzSparsePtr<NzVector2f> uv = texCoordPtr + indices.first*4;
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NzVertexStruct_XY_Color_UV* localVertex = &m_localVertices[indices.first*4];
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for (unsigned int i = 0; i < indices.count; ++i)
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{
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for (unsigned int j = 0; j < 4; ++j)
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{
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*pos++ = m_transformMatrix.Transform(localVertex->position.x*right + localVertex->position.y*down);
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*pos++ = instanceData->transformMatrix.Transform(localVertex->position.x*NzVector3f::Right() + localVertex->position.y*NzVector3f::Down());
|
||||
*color++ = m_color * localVertex->color;
|
||||
*uv++ = localVertex->uv;
|
||||
|
||||
localVertex++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_verticesUpdated = true;
|
||||
}
|
||||
|
||||
NzTextSpriteLibrary::LibraryMap NzTextSprite::s_library;
|
||||
|
|
|
|||
Loading…
Reference in New Issue