// Copyright (C) 2017 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 #include #include #include #include #include #include #include namespace Nz { /*! * \ingroup graphics * \class Nz::TextSprite * \brief Graphics class that represents the rendering of a sprite containing text */ /*! * \brief Adds the text to the rendering queue * * \param renderQueue Queue to be added * \param instanceData Data for the instance */ void TextSprite::AddToRenderQueue(AbstractRenderQueue* renderQueue, const InstanceData& instanceData, const Recti& scissorRect) const { for (auto& pair : m_renderInfos) { const RenderKey& key = pair.first; RenderIndices& indices = pair.second; if (indices.count > 0) { const VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast(instanceData.data.data()); renderQueue->AddSprites(instanceData.renderOrder + key.renderOrder, GetMaterial(), &vertices[indices.first * 4], indices.count, scissorRect, key.texture); } } } /*! * \brief Clones this text sprite */ std::unique_ptr TextSprite::Clone() const { return std::make_unique(*this); } /*! * \brief Updates the text * * \param drawer Drawer used to compose the text * * \remark Produces a NazaraAssert if atlas does not use a hardware storage */ void TextSprite::Update(const AbstractTextDrawer& drawer) { CallOnExit clearOnFail([this]() { Clear(); }); // Mark every atlas as unused... for (auto& pair : m_atlases) pair.second.used = false; // ... until they are marked as used by the drawer std::size_t fontCount = drawer.GetFontCount(); for (std::size_t i = 0; i < fontCount; ++i) { Font* font = drawer.GetFont(i); const AbstractAtlas* atlas = font->GetAtlas().get(); NazaraAssert(atlas->GetStorage() == DataStorage_Hardware, "Font uses a non-hardware atlas which cannot be used by text sprites"); auto it = m_atlases.find(atlas); if (it == m_atlases.end()) { it = m_atlases.insert(std::make_pair(atlas, AtlasSlots())).first; AtlasSlots& atlasSlots = it->second; atlasSlots.clearSlot.Connect(atlas->OnAtlasCleared, this, &TextSprite::OnAtlasInvalidated); atlasSlots.layerChangeSlot.Connect(atlas->OnAtlasLayerChange, this, &TextSprite::OnAtlasLayerChange); atlasSlots.releaseSlot.Connect(atlas->OnAtlasRelease, this, &TextSprite::OnAtlasInvalidated); } it->second.used = true; } // Remove unused atlas slots auto atlasIt = m_atlases.begin(); while (atlasIt != m_atlases.end()) { if (!atlasIt->second.used) m_atlases.erase(atlasIt++); else ++atlasIt; } std::size_t glyphCount = drawer.GetGlyphCount(); // Reset glyph count for every texture to zero for (auto& pair : m_renderInfos) pair.second.count = 0; // Count glyph count for each texture RenderKey lastRenderKey { nullptr, 0 }; unsigned int* count = nullptr; std::size_t visibleGlyphCount = 0; for (std::size_t i = 0; i < glyphCount; ++i) { const AbstractTextDrawer::Glyph& glyph = drawer.GetGlyph(i); if (!glyph.atlas) continue; Texture* texture = static_cast(glyph.atlas); RenderKey renderKey{ texture, glyph.renderOrder }; if (lastRenderKey != renderKey) { auto it = m_renderInfos.find(renderKey); if (it == m_renderInfos.end()) it = m_renderInfos.insert(std::make_pair(renderKey, RenderIndices{0U, 0U})).first; count = &it->second.count; lastRenderKey = renderKey; } (*count)++; visibleGlyphCount++; } m_localVertices.resize(visibleGlyphCount * 4); // Attributes indices and reinitialize glyph count to zero to use it as a counter in the next loop // 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 // so we need a counter to know where to write informations // also remove unused render infos unsigned int index = 0; auto infoIt = m_renderInfos.begin(); while (infoIt != m_renderInfos.end()) { RenderIndices& indices = infoIt->second; if (indices.count == 0) infoIt = m_renderInfos.erase(infoIt); //< No glyph uses this texture, remove from indices else { indices.first = index; index += indices.count; indices.count = 0; ++infoIt; } } lastRenderKey = { nullptr, 0 }; RenderIndices* indices = nullptr; for (unsigned int i = 0; i < glyphCount; ++i) { const AbstractTextDrawer::Glyph& glyph = drawer.GetGlyph(i); if (!glyph.atlas) continue; Texture* texture = static_cast(glyph.atlas); RenderKey renderKey{ texture, glyph.renderOrder }; if (lastRenderKey != renderKey) { indices = &m_renderInfos[renderKey]; //< We changed texture, adjust the pointer lastRenderKey = renderKey; } // First, compute the uv coordinates from our atlas rect Vector2ui size(texture->GetSize()); float invWidth = 1.f / size.x; float invHeight = 1.f / size.y; Rectf uvRect(glyph.atlasRect); uvRect.x *= invWidth; uvRect.y *= invHeight; uvRect.width *= invWidth; uvRect.height *= invHeight; // Our glyph may be flipped in the atlas, to render it correctly we need to change the uv coordinates accordingly const RectCorner normalCorners[4] = {RectCorner_LeftTop, RectCorner_RightTop, RectCorner_LeftBottom, RectCorner_RightBottom}; const RectCorner flippedCorners[4] = {RectCorner_LeftBottom, RectCorner_LeftTop, RectCorner_RightBottom, RectCorner_RightTop}; // Set the position, color and UV of our vertices for (unsigned int j = 0; j < 4; ++j) { // Remember that indices->count is a counter here, not a count value std::size_t offset = (indices->first + indices->count) * 4 + j; m_localVertices[offset].color = glyph.color; m_localVertices[offset].position.Set(glyph.corners[j]); m_localVertices[offset].uv.Set(uvRect.GetCorner((glyph.flipped) ? flippedCorners[j] : normalCorners[j])); } // Increment the counter, go to next glyph indices->count++; } m_localBounds = drawer.GetBounds(); InvalidateBoundingVolume(); InvalidateInstanceData(0); clearOnFail.Reset(); } /* * \brief Makes the bounding volume of this text */ void TextSprite::MakeBoundingVolume() const { Rectf bounds(m_localBounds); Vector2f max = m_scale * bounds.GetMaximum(); Vector2f min = m_scale * bounds.GetMinimum(); m_boundingVolume.Set(min.x * Vector3f::Right() + min.y * Vector3f::Down(), max.x * Vector3f::Right() + max.y * Vector3f::Down()); } /*! * \brief Handle the invalidation of an atlas * * \param atlas Atlas being invalidated */ void TextSprite::OnAtlasInvalidated(const AbstractAtlas* atlas) { #ifdef NAZARA_DEBUG if (m_atlases.find(atlas) == m_atlases.end()) { NazaraInternalError("Not listening to " + String::Pointer(atlas)); return; } #endif NazaraWarning("TextSprite " + String::Pointer(this) + " has been cleared because atlas " + String::Pointer(atlas) + " has been invalidated (cleared or released)"); Clear(); } /*! * \brief Handle the size change of an atlas layer * * \param atlas Atlas being invalidated * \param oldLayer Pointer to the previous layer * \param newLayer Pointer to the new layer */ void TextSprite::OnAtlasLayerChange(const AbstractAtlas* atlas, AbstractImage* oldLayer, AbstractImage* newLayer) { NazaraUnused(atlas); #ifdef NAZARA_DEBUG if (m_atlases.find(atlas) == m_atlases.end()) { NazaraInternalError("Not listening to " + String::Pointer(atlas)); return; } #endif if (!oldLayer) return; assert(newLayer); // The texture of an atlas have just been recreated (size change) // we have to adjust the coordinates of the texture and the rendering texture Texture* oldTexture = static_cast(oldLayer); Texture* newTexture = static_cast(newLayer); Vector2ui oldSize(oldTexture->GetSize()); Vector2ui newSize(newTexture->GetSize()); Vector2f scale = Vector2f(oldSize) / Vector2f(newSize); // ratio of the old one to the new one // It is possible we actually use that texture multiple times, check them all for (auto it = m_renderInfos.begin(); it != m_renderInfos.end(); ++it) { const RenderKey& renderKey = it->first; const RenderIndices& indices = it->second; // Adjust texture coordinates by size ratio SparsePtr texCoordPtr(&m_localVertices[indices.first].uv, sizeof(VertexStruct_XY_Color_UV)); for (unsigned int i = 0; i < indices.count; ++i) { for (unsigned int j = 0; j < 4; ++j) m_localVertices[i * 4 + j].uv *= scale; } // Erase and re-insert with the new texture handle m_renderInfos.erase(it); m_renderInfos.insert(std::make_pair(RenderKey{ newTexture, renderKey.renderOrder }, indices)); it = m_renderInfos.begin(); //< std::unordered_map::insert may invalidate all iterators, start from the beginning... } } /*! * \brief Updates the data of the sprite * * \param instanceData Data of the instance */ void TextSprite::UpdateData(InstanceData* instanceData) const { instanceData->data.resize(m_localVertices.size() * sizeof(VertexStruct_XYZ_Color_UV)); VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast(instanceData->data.data()); SparsePtr colorPtr(&vertices[0].color, sizeof(VertexStruct_XYZ_Color_UV)); SparsePtr posPtr(&vertices[0].position, sizeof(VertexStruct_XYZ_Color_UV)); SparsePtr texCoordPtr(&vertices[0].uv, sizeof(VertexStruct_XYZ_Color_UV)); // We will not initialize the final vertices (those send to the RenderQueue) // With the help of the coordinates axis, the matrix and our color attribute for (auto& pair : m_renderInfos) { RenderIndices& indices = pair.second; if (indices.count == 0) continue; //< Ignore empty render indices SparsePtr color = colorPtr + indices.first * 4; SparsePtr pos = posPtr + indices.first * 4; SparsePtr uv = texCoordPtr + indices.first * 4; VertexStruct_XY_Color_UV* localVertex = &m_localVertices[indices.first * 4]; for (unsigned int i = 0; i < indices.count; ++i) { for (unsigned int j = 0; j < 4; ++j) { Vector3f localPos = localVertex->position.x*Vector3f::Right() + localVertex->position.y*Vector3f::Down(); localPos *= m_scale; *pos++ = instanceData->transformMatrix.Transform(localPos); *color++ = m_color * localVertex->color; *uv++ = localVertex->uv; localVertex++; } } } } TextSpriteLibrary::LibraryMap TextSprite::s_library; }