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