Graphics/Widgets: Add support for scissoring

This commit is contained in:
Jérôme Leclercq
2021-12-01 20:26:33 +01:00
parent a483e16e15
commit 61779d1cad
21 changed files with 137 additions and 35 deletions

View File

@@ -59,6 +59,8 @@ namespace Nz
auto& data = static_cast<SpriteChainRendererData&>(rendererData);
Recti invalidScissorBox(-1, -1, -1, -1);
std::size_t firstQuadIndex = 0;
SpriteChainRendererData::DrawCall* currentDrawCall = nullptr;
UploadPool::Allocation* currentAllocation = nullptr;
@@ -70,6 +72,7 @@ namespace Nz
const ShaderBinding* currentShaderBinding = nullptr;
const Texture* currentTextureOverlay = nullptr;
const WorldInstance* currentWorldInstance = nullptr;
Recti currentScissorBox = invalidScissorBox;
auto FlushDrawCall = [&]()
{
@@ -149,6 +152,14 @@ namespace Nz
currentTextureOverlay = textureOverlay;
}
const Recti& scissorBox = spriteChain.GetScissorBox();
const Recti& targetScissorBox = (scissorBox.width >= 0) ? scissorBox : invalidScissorBox;
if (currentScissorBox != targetScissorBox)
{
FlushDrawData();
currentScissorBox = targetScissorBox;
}
std::size_t remainingQuads = spriteChain.GetSpriteCount();
const UInt8* spriteData = static_cast<const UInt8*>(spriteChain.GetSpriteData());
@@ -236,6 +247,7 @@ namespace Nz
currentShaderBinding,
6 * firstQuadIndex,
0,
currentScissorBox
});
currentDrawCall = &data.drawCalls.back();
@@ -287,15 +299,19 @@ namespace Nz
}
}
void SpriteChainRenderer::Render(const ViewerInstance& /*viewerInstance*/, ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, const Pointer<const RenderElement>* elements, std::size_t /*elementCount*/)
void SpriteChainRenderer::Render(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, const Pointer<const RenderElement>* elements, std::size_t /*elementCount*/)
{
auto& data = static_cast<SpriteChainRendererData&>(rendererData);
commandBuffer.BindIndexBuffer(*m_indexBuffer);
Vector2f targetSize = viewerInstance.GetTargetSize();
Recti fullscreenScissorBox(0, 0, SafeCast<int>(std::floor(targetSize.x)), SafeCast<int>(std::floor(targetSize.y)));
const AbstractBuffer* currentVertexBuffer = nullptr;
const RenderPipeline* currentPipeline = nullptr;
const ShaderBinding* currentShaderBinding = nullptr;
Recti currentScissorBox(-1, -1, -1, -1);
const RenderSpriteChain* firstSpriteChain = static_cast<const RenderSpriteChain*>(elements[0]);
auto it = data.drawCallPerElement.find(firstSpriteChain);
@@ -305,27 +321,34 @@ namespace Nz
for (std::size_t i = 0; i < indices.count; ++i)
{
const auto& drawCall = data.drawCalls[indices.start + i];
const auto& drawData = data.drawCalls[indices.start + i];
if (currentVertexBuffer != drawCall.vertexBuffer)
if (currentVertexBuffer != drawData.vertexBuffer)
{
commandBuffer.BindVertexBuffer(0, *drawCall.vertexBuffer);
currentVertexBuffer = drawCall.vertexBuffer;
commandBuffer.BindVertexBuffer(0, *drawData.vertexBuffer);
currentVertexBuffer = drawData.vertexBuffer;
}
if (currentPipeline != drawCall.renderPipeline)
if (currentPipeline != drawData.renderPipeline)
{
commandBuffer.BindPipeline(*drawCall.renderPipeline);
currentPipeline = drawCall.renderPipeline;
commandBuffer.BindPipeline(*drawData.renderPipeline);
currentPipeline = drawData.renderPipeline;
}
if (currentShaderBinding != drawCall.shaderBinding)
if (currentShaderBinding != drawData.shaderBinding)
{
commandBuffer.BindShaderBinding(0, *drawCall.shaderBinding);
currentShaderBinding = drawCall.shaderBinding;
commandBuffer.BindShaderBinding(0, *drawData.shaderBinding);
currentShaderBinding = drawData.shaderBinding;
}
commandBuffer.DrawIndexed(drawCall.quadCount * 6, 1U, drawCall.firstIndex);
const Recti& targetScissorBox = (drawData.scissorBox.width >= 0) ? drawData.scissorBox : fullscreenScissorBox;
if (currentScissorBox != targetScissorBox)
{
commandBuffer.SetScissor(targetScissorBox);
currentScissorBox = targetScissorBox;
}
commandBuffer.DrawIndexed(SafeCast<UInt32>(drawData.quadCount * 6), 1U, SafeCast<UInt32>(drawData.firstIndex));
}
}