NazaraEngine/src/Nazara/Graphics/TextSprite.cpp

246 lines
8.2 KiB
C++

// Copyright (C) 2015 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/CallOnExit.hpp>
#include <Nazara/Core/SparsePtr.hpp>
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <memory>
#include <Nazara/Utility/Font.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
void TextSprite::AddToRenderQueue(AbstractRenderQueue* renderQueue, const InstanceData& instanceData) const
{
if (!m_material)
return;
for (auto& pair : m_renderInfos)
{
Texture* overlay = pair.first;
RenderIndices& indices = pair.second;
if (indices.count > 0)
{
const VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<const VertexStruct_XYZ_Color_UV*>(instanceData.data.data());
renderQueue->AddSprites(instanceData.renderOrder, m_material, &vertices[indices.first*4], indices.count, overlay);
}
}
}
void TextSprite::Update(const AbstractTextDrawer& drawer)
{
m_atlases.clear();
CallOnExit clearOnFail([this]()
{
Clear();
});
unsigned int fontCount = drawer.GetFontCount();
for (unsigned int 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");
if (m_atlases.find(atlas) == m_atlases.end())
{
AtlasSlots& slots = m_atlases[atlas];
slots.clearSlot.Connect(atlas->OnAtlasCleared, this, &TextSprite::OnAtlasInvalidated);
slots.layerChangeSlot.Connect(atlas->OnAtlasLayerChange, this, &TextSprite::OnAtlasLayerChange);
slots.releaseSlot.Connect(atlas->OnAtlasRelease, this, &TextSprite::OnAtlasInvalidated);
}
}
unsigned int glyphCount = drawer.GetGlyphCount();
m_localVertices.resize(glyphCount * 4);
Texture* lastTexture = nullptr;
unsigned int* count = nullptr;
for (unsigned int i = 0; i < glyphCount; ++i)
{
const AbstractTextDrawer::Glyph& glyph = drawer.GetGlyph(i);
Texture* texture = static_cast<Texture*>(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 comme compteur dans la boucle suivante)
}
lastTexture = nullptr;
RenderIndices* indices = nullptr;
for (unsigned int i = 0; i < glyphCount; ++i)
{
const AbstractTextDrawer::Glyph& glyph = drawer.GetGlyph(i);
Texture* texture = static_cast<Texture*>(glyph.atlas);
if (lastTexture != texture)
{
indices = &m_renderInfos[texture]; // On a changé de texture, on ajuste le pointeur
lastTexture = texture;
}
// On commence par transformer les coordonnées entières en flottantes:
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;
static RectCorner normalCorners[4] = {RectCorner_LeftTop, RectCorner_RightTop, RectCorner_LeftBottom, RectCorner_RightBottom};
static RectCorner flippedCorners[4] = {RectCorner_LeftBottom, RectCorner_LeftTop, RectCorner_RightBottom, RectCorner_RightTop};
// Affectation des positions, couleurs, coordonnées de textures
for (unsigned int j = 0; j < 4; ++j)
{
// Remember that indices->count is a counter here, not a count value
m_localVertices[indices->count*4 + j].color = glyph.color;
m_localVertices[indices->count*4 + j].position.Set(glyph.corners[j]);
m_localVertices[indices->count*4 + j].uv.Set(uvRect.GetCorner((glyph.flipped) ? flippedCorners[j] : normalCorners[j]));
}
// Et on passe au prochain sommet
indices->count++;
}
m_localBounds = drawer.GetBounds();
InvalidateBoundingVolume();
InvalidateInstanceData(0);
clearOnFail.Reset();
}
void TextSprite::MakeBoundingVolume() const
{
Rectf bounds(m_localBounds);
Vector2f max = bounds.GetMaximum();
Vector2f min = bounds.GetMinimum();
m_boundingVolume.Set(min.x*Vector3f::Right() + min.y*Vector3f::Down(), max.x*Vector3f::Right() + max.y*Vector3f::Down());
}
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();
}
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
// La texture d'un atlas vient d'être recréée (changement de taille)
// nous devons ajuster les coordonnées de textures et la texture du rendu
Texture* oldTexture = static_cast<Texture*>(oldLayer);
Texture* newTexture = static_cast<Texture*>(newLayer);
// Il est possible que nous n'utilisions pas la texture en question (l'atlas nous prévenant pour chacun de ses layers)
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);
Vector2ui oldSize(oldTexture->GetSize());
Vector2ui newSize(newTexture->GetSize());
Vector2f scale = Vector2f(oldSize)/Vector2f(newSize); // ratio ancienne et nouvelle taille
// On va maintenant parcourir toutes les coordonnées de texture concernées pour les multiplier par ce ratio
SparsePtr<Vector2f> texCoordPtr(&m_localVertices[indices.first].uv, sizeof(VertexStruct_XYZ_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;
}
// 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)));
}
}
void TextSprite::UpdateData(InstanceData* instanceData) const
{
instanceData->data.resize(m_localVertices.size() * sizeof(VertexStruct_XYZ_Color_UV));
VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<VertexStruct_XYZ_Color_UV*>(instanceData->data.data());
SparsePtr<Color> colorPtr(&vertices[0].color, sizeof(VertexStruct_XYZ_Color_UV));
SparsePtr<Vector3f> posPtr(&vertices[0].position, sizeof(VertexStruct_XYZ_Color_UV));
SparsePtr<Vector2f> texCoordPtr(&vertices[0].uv, sizeof(VertexStruct_XYZ_Color_UV));
// Nous allons maintenant initialiser les sommets finaux (ceux envoyés à la RenderQueue)
// à l'aide du repère, de la matrice et de notre attribut de couleur
for (auto& pair : m_renderInfos)
{
RenderIndices& indices = pair.second;
if (indices.count == 0)
continue; //< Ignore empty render indices
SparsePtr<Color> color = colorPtr + indices.first*4;
SparsePtr<Vector3f> pos = posPtr + indices.first*4;
SparsePtr<Vector2f> 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;
}