Added TextSprites

Former-commit-id: 85bef5ec14336710b2fdc782d3d0d77787ab65dd
This commit is contained in:
Lynix 2015-01-17 00:16:52 +01:00
parent fdb722ef14
commit a0054def7b
3 changed files with 487 additions and 4 deletions

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@ -71,10 +71,11 @@ enum nzRenderTechniqueType
enum nzSceneNodeType
{
nzSceneNodeType_Light, // NzLight
nzSceneNodeType_Model, // NzModel
nzSceneNodeType_Root, // NzSceneRoot
nzSceneNodeType_Sprite, // NzSprite
nzSceneNodeType_Light, // NzLight
nzSceneNodeType_Model, // NzModel
nzSceneNodeType_Root, // NzSceneRoot
nzSceneNodeType_Sprite, // NzSprite
nzSceneNodeType_TextSprite, // NzTextSprite
nzSceneNodeType_User,
nzSceneNodeType_Max = nzSceneNodeType_User

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@ -0,0 +1,75 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_TEXTSPRITE_HPP
#define NAZARA_TEXTSPRITE_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/ResourceListener.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/SceneNode.hpp>
#include <Nazara/Utility/AbstractAtlas.hpp>
#include <Nazara/Utility/AbstractTextDrawer.hpp>
#include <Nazara/Utility/VertexStruct.hpp>
#include <memory>
#include <set>
class NAZARA_API NzTextSprite : public NzSceneNode, NzAbstractAtlas::Listener
{
public:
NzTextSprite();
NzTextSprite(const NzTextSprite& sprite);
~NzTextSprite();
void AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const override;
void Clear();
const NzBoundingVolumef& GetBoundingVolume() const override;
const NzColor& GetColor() const;
NzMaterial* GetMaterial() const;
nzSceneNodeType GetSceneNodeType() const override;
void InvalidateVertices();
bool IsDrawable() const;
void SetColor(const NzColor& color);
void SetDefaultMaterial();
void SetMaterial(NzMaterial* material);
void SetText(const NzAbstractTextDrawer& drawer);
NzTextSprite& operator=(const NzTextSprite& text);
private:
void ClearAtlases();
void InvalidateNode() override;
bool OnAtlasCleared(const NzAbstractAtlas* atlas, void* userdata) override;
bool OnAtlasLayerChange(const NzAbstractAtlas* atlas, NzAbstractImage* oldLayer, NzAbstractImage* newLayer, void* userdata) override;
void OnAtlasReleased(const NzAbstractAtlas* atlas, void* userdata) override;
void Register() override;
void Unregister() override;
void UpdateBoundingVolume() const;
void UpdateVertices() const;
struct RenderIndices
{
unsigned int first;
unsigned int count;
};
std::set<const NzAbstractAtlas*> m_atlases;
mutable std::unordered_map<NzTexture*, RenderIndices> m_renderInfos;
mutable std::vector<NzVertexStruct_XY_Color> m_localVertices;
mutable std::vector<NzVertexStruct_XYZ_Color_UV> m_vertices;
mutable NzBoundingVolumef m_boundingVolume;
NzColor m_color;
NzMaterialRef m_material;
NzRectui m_localBounds;
mutable bool m_boundingVolumeUpdated;
mutable bool m_verticesUpdated;
};
#endif // NAZARA_TEXTSPRITE_HPP

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@ -0,0 +1,407 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/TextSprite.hpp>
#include <Nazara/Core/SparsePtr.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <memory>
#include <Nazara/Utility/Font.hpp>
#include <Nazara/Graphics/Debug.hpp>
///TODO: Gérer allocation nouvel atlas
NzTextSprite::NzTextSprite() :
m_boundingVolume(NzBoundingVolumef::Null()),
m_color(NzColor::White),
m_verticesUpdated(false)
{
SetDefaultMaterial();
}
NzTextSprite::NzTextSprite(const NzTextSprite& sprite) :
NzSceneNode(sprite),
m_atlases(sprite.m_atlases),
m_renderInfos(sprite.m_renderInfos),
m_localVertices(sprite.m_localVertices),
m_vertices(sprite.m_vertices),
m_boundingVolume(sprite.m_boundingVolume),
m_color(sprite.m_color),
m_material(sprite.m_material),
m_localBounds(sprite.m_localBounds),
m_boundingVolumeUpdated(sprite.m_boundingVolumeUpdated),
m_verticesUpdated(sprite.m_verticesUpdated)
{
SetParent(sprite.GetParent());
for (const NzAbstractAtlas* atlas : m_atlases)
atlas->AddListener(this);
}
NzTextSprite::~NzTextSprite()
{
ClearAtlases();
}
void NzTextSprite::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
{
if (!m_verticesUpdated)
UpdateVertices();
for (auto& pair : m_renderInfos)
{
NzTexture* overlay = pair.first;
RenderIndices& indices = pair.second;
if (indices.count > 0)
renderQueue->AddSprites(m_material, &m_vertices[indices.first*4], indices.count, overlay);
}
}
void NzTextSprite::Clear()
{
ClearAtlases();
m_boundingVolume.MakeNull();
m_localVertices.clear();
m_renderInfos.clear();
m_vertices.clear();
}
const NzBoundingVolumef& NzTextSprite::GetBoundingVolume() const
{
if (!m_boundingVolumeUpdated)
UpdateBoundingVolume();
return m_boundingVolume;
}
const NzColor& NzTextSprite::GetColor() const
{
return m_color;
}
NzMaterial* NzTextSprite::GetMaterial() const
{
return m_material;
}
nzSceneNodeType NzTextSprite::GetSceneNodeType() const
{
return nzSceneNodeType_TextSprite;
}
void NzTextSprite::InvalidateVertices()
{
m_verticesUpdated = false;
}
bool NzTextSprite::IsDrawable() const
{
return m_material != nullptr;
}
void NzTextSprite::SetColor(const NzColor& color)
{
m_color = color;
m_verticesUpdated = false;
}
void NzTextSprite::SetDefaultMaterial()
{
std::unique_ptr<NzMaterial> material(new NzMaterial);
material->Enable(nzRendererParameter_Blend, true);
material->Enable(nzRendererParameter_DepthWrite, false);
material->Enable(nzRendererParameter_FaceCulling, false);
material->EnableLighting(false);
material->SetDstBlend(nzBlendFunc_InvSrcAlpha);
material->SetSrcBlend(nzBlendFunc_SrcAlpha);
SetMaterial(material.get());
material->SetPersistent(false);
material.release();
}
void NzTextSprite::SetMaterial(NzMaterial* material)
{
m_material = material;
}
void NzTextSprite::SetText(const NzAbstractTextDrawer& drawer)
{
ClearAtlases();
unsigned int fontCount = drawer.GetFontCount();
for (unsigned int i = 0; i < fontCount; ++i)
{
const NzAbstractAtlas* atlas = drawer.GetFont(i)->GetAtlas();
if (m_atlases.insert(atlas).second)
atlas->AddListener(this);
}
unsigned int glyphCount = drawer.GetGlyphCount();
m_localVertices.resize(glyphCount * 4);
m_vertices.resize(glyphCount * 4);
NzTexture* lastTexture = nullptr;
unsigned int* count = nullptr;
for (unsigned int i = 0; i < glyphCount; ++i)
{
const NzAbstractTextDrawer::Glyph& glyph = drawer.GetGlyph(i);
NzTexture* texture = static_cast<NzTexture*>(glyph.atlas);
if (lastTexture != texture)
{
auto pair = m_renderInfos.insert(std::make_pair(texture, RenderIndices{0U, 0U}));
count = &pair.first->second.count;
lastTexture = texture;
}
(*count)++;
}
// Attribution des indices
unsigned int index = 0;
for (auto& pair : m_renderInfos)
{
RenderIndices& indices = pair.second;
indices.first = index;
index += indices.count;
indices.count = 0; // On réinitialise count à zéro (on va s'en servir pour compteur dans la boucle suivante)
}
NzSparsePtr<NzVector2f> texCoordPtr(&m_vertices[0].uv, sizeof(NzVertexStruct_XYZ_Color_UV));
lastTexture = nullptr;
RenderIndices* indices = nullptr;
for (unsigned int i = 0; i < glyphCount; ++i)
{
const NzAbstractTextDrawer::Glyph& glyph = drawer.GetGlyph(i);
NzTexture* texture = static_cast<NzTexture*>(glyph.atlas);
if (lastTexture != texture)
{
indices = &m_renderInfos[texture]; // On a changé de texture, on ajuste le pointeur
lastTexture = texture;
}
// Affectation des positions et couleurs (locaux)
for (unsigned int j = 0; j < 4; ++j)
{
m_localVertices[i*4 + j].color = glyph.color;
m_localVertices[i*4 + j].position.Set(glyph.corners[j]);
}
// Calcul des coordonnées de texture (globaux)
// On commence par transformer les coordonnées entières en flottantes:
NzVector2ui size(texture->GetSize());
float invWidth = 1.f/size.x;
float invHeight = 1.f/size.y;
NzRectf uvRect(glyph.atlasRect);
uvRect.x *= invWidth;
uvRect.y *= invHeight;
uvRect.width *= invWidth;
uvRect.height *= invHeight;
// Extraction des quatre coins et attribution
NzSparsePtr<NzVector2f> texCoord = texCoordPtr + indices->first*4 + indices->count*4;
if (!glyph.flipped)
{
// Le glyphe n'est pas retourné, l'ordre des UV suit celui des sommets
*texCoord++ = uvRect.GetCorner(nzRectCorner_LeftTop);
*texCoord++ = uvRect.GetCorner(nzRectCorner_RightTop);
*texCoord++ = uvRect.GetCorner(nzRectCorner_LeftBottom);
*texCoord++ = uvRect.GetCorner(nzRectCorner_RightBottom);
}
else
{
// Le glyphe a subit une rotation de 90° (sens antihoraire), on adapte les UV en conséquence
*texCoord++ = uvRect.GetCorner(nzRectCorner_LeftBottom);
*texCoord++ = uvRect.GetCorner(nzRectCorner_LeftTop);
*texCoord++ = uvRect.GetCorner(nzRectCorner_RightBottom);
*texCoord++ = uvRect.GetCorner(nzRectCorner_RightTop);
}
// Et on passe au prochain
indices->count++;
}
m_localBounds = drawer.GetBounds();
m_boundingVolume.MakeNull();
m_boundingVolumeUpdated = false;
m_verticesUpdated = false;
}
NzTextSprite& NzTextSprite::operator=(const NzTextSprite& text)
{
NzSceneNode::operator=(text);
m_atlases = text.m_atlases;
m_color = text.m_color;
m_material = text.m_material;
m_renderInfos = text.m_renderInfos;
m_localBounds = text.m_localBounds;
m_localVertices = text.m_localVertices;
// 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
m_boundingVolumeUpdated = false;
m_verticesUpdated = false;
return *this;
}
void NzTextSprite::ClearAtlases()
{
for (const NzAbstractAtlas* atlas : m_atlases)
atlas->RemoveListener(this);
m_atlases.clear();
}
void NzTextSprite::InvalidateNode()
{
NzSceneNode::InvalidateNode();
m_boundingVolumeUpdated = false;
m_verticesUpdated = false;
}
bool NzTextSprite::OnAtlasCleared(const NzAbstractAtlas* atlas, void* userdata)
{
NazaraUnused(userdata);
#ifdef NAZARA_DEBUG
if (m_atlases.find(atlas) == m_atlases.end())
{
NazaraInternalError("Not listening to " + NzString::Pointer(atlas));
return false;
}
#endif
NazaraWarning("TextSprite " + NzString::Pointer(this) + " has been cleared because atlas " + NzString::Pointer(atlas) + " that was under use has been cleared");
Clear();
return false;
}
bool NzTextSprite::OnAtlasLayerChange(const NzAbstractAtlas* atlas, NzAbstractImage* oldLayer, NzAbstractImage* newLayer, void* userdata)
{
NazaraUnused(atlas);
NazaraUnused(userdata);
#ifdef NAZARA_DEBUG
if (m_atlases.find(atlas) == m_atlases.end())
{
NazaraInternalError("Not listening to " + NzString::Pointer(atlas));
return false;
}
#endif
NzTexture* oldTexture = static_cast<NzTexture*>(oldLayer);
NzTexture* newTexture = static_cast<NzTexture*>(newLayer);
auto it = m_renderInfos.find(oldTexture);
if (it != m_renderInfos.end())
{
// Nous utilisons bien cette texture, nous devons mettre à jour les coordonnées de texture
RenderIndices indices = std::move(it->second);
NzVector2ui oldSize(oldTexture->GetSize());
NzVector2ui newSize(newTexture->GetSize());
NzVector2f scale = NzVector2f(oldSize)/NzVector2f(newSize);
NzSparsePtr<NzVector2f> texCoordPtr(&m_vertices[indices.first].uv, sizeof(NzVertexStruct_XYZ_Color_UV));
for (unsigned int i = 0; i < indices.count; ++i)
{
for (unsigned int j = 0; j < 4; ++j)
texCoordPtr[i*4 + j] *= scale;
}
// Nous enlevons l'ancienne texture et rajoutons la nouvelle à sa place (pour les mêmes indices)
m_renderInfos.erase(it);
m_renderInfos.insert(std::make_pair(newTexture, std::move(indices)));
}
return true;
}
void NzTextSprite::OnAtlasReleased(const NzAbstractAtlas* atlas, void* userdata)
{
NazaraUnused(userdata);
#ifdef NAZARA_DEBUG
if (m_atlases.find(atlas) == m_atlases.end())
{
NazaraInternalError("Not listening to " + NzString::Pointer(atlas));
return;
}
#endif
NazaraWarning("TextSprite " + NzString::Pointer(this) + " has been cleared because atlas " + NzString::Pointer(atlas) + " that was under use has been released");
Clear();
}
void NzTextSprite::Register()
{
// Le changement de scène peut affecter les sommets
m_verticesUpdated = false;
}
void NzTextSprite::Unregister()
{
}
void NzTextSprite::UpdateBoundingVolume() const
{
if (m_boundingVolume.IsNull())
{
NzVector3f down = m_scene->GetDown();
NzVector3f right = m_scene->GetRight();
m_boundingVolume.Set(NzVector3f(0.f), static_cast<float>(m_localBounds.width)*right + static_cast<float>(m_localBounds.height)*down);
}
if (!m_transformMatrixUpdated)
UpdateTransformMatrix();
m_boundingVolume.Update(m_transformMatrix);
m_boundingVolumeUpdated = true;
}
void NzTextSprite::UpdateVertices() const
{
if (!m_transformMatrixUpdated)
UpdateTransformMatrix();
NzVector3f down = m_scene->GetDown();
NzVector3f right = m_scene->GetRight();
NzSparsePtr<NzColor> colorPtr(&m_vertices[0].color, sizeof(NzVertexStruct_XYZ_Color_UV));
NzSparsePtr<NzVector3f> posPtr(&m_vertices[0].position, sizeof(NzVertexStruct_XYZ_Color_UV));
for (auto& pair : m_renderInfos)
{
RenderIndices& indices = pair.second;
NzSparsePtr<NzColor> color = colorPtr + indices.first*4;
NzSparsePtr<NzVector3f> pos = posPtr + indices.first*4;
NzVertexStruct_XY_Color* localVertex = &m_localVertices[indices.first*4];
for (unsigned int i = 0; i < indices.count; ++i)
{
for (unsigned int j = 0; j < 4; ++j)
{
*pos++ = m_transformMatrix.Transform(localVertex->position.x*right + localVertex->position.y*down);
*color++ = m_color * localVertex->color;
localVertex++;
}
}
}
m_verticesUpdated = true;
}