NazaraEngine/src/Nazara/Graphics/TextSprite.cpp

326 lines
10 KiB
C++

// 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 <Nazara/Graphics/TextSprite.hpp>
#include <Nazara/Core/CallOnExit.hpp>
#include <Nazara/Core/SparsePtr.hpp>
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
#include <Nazara/Utility/AbstractTextDrawer.hpp>
#include <Nazara/Utility/Font.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
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)
{
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, GetMaterial(), &vertices[indices.first * 4], indices.count, scissorRect, overlay);
}
}
}
/*!
* \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();
m_localVertices.resize(glyphCount * 4);
// Reset glyph count for every texture to zero
for (auto& pair : m_renderInfos)
pair.second.count = 0;
// Count glyph count for each texture
Texture* lastTexture = nullptr;
unsigned int* count = nullptr;
for (std::size_t i = 0; i < glyphCount; ++i)
{
const AbstractTextDrawer::Glyph& glyph = drawer.GetGlyph(i);
if (!glyph.atlas)
continue;
Texture* texture = static_cast<Texture*>(glyph.atlas);
if (lastTexture != texture)
{
auto it = m_renderInfos.find(texture);
if (it == m_renderInfos.end())
it = m_renderInfos.insert(std::make_pair(texture, RenderIndices{0U, 0U})).first;
count = &it->second.count;
lastTexture = texture;
}
(*count)++;
}
// 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)
m_renderInfos.erase(infoIt++); //< No glyph uses this texture, remove from indices
else
{
indices.first = index;
index += indices.count;
indices.count = 0;
++infoIt;
}
}
lastTexture = nullptr;
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<Texture*>(glyph.atlas);
if (lastTexture != texture)
{
indices = &m_renderInfos[texture]; //< We changed texture, adjust the pointer
lastTexture = texture;
}
// 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
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]));
}
// 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 invalidation 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
// 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<Texture*>(oldLayer);
Texture* newTexture = static_cast<Texture*>(newLayer);
// It is possible that we don't use the texture (the atlas warning us for each of its layers)
auto it = m_renderInfos.find(oldTexture);
if (it != m_renderInfos.end())
{
// We indeed use this texture, we have to update its coordinates
RenderIndices indices = std::move(it->second);
Vector2ui oldSize(oldTexture->GetSize());
Vector2ui newSize(newTexture->GetSize());
Vector2f scale = Vector2f(oldSize) / Vector2f(newSize); // ratio of the old one to the new one
// Now we will iterate through each coordinates of the concerned texture to multiply them by the 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;
}
// We get rid off the old texture and we set the new one at the place (same for indices)
m_renderInfos.erase(it);
m_renderInfos.insert(std::make_pair(newTexture, std::move(indices)));
}
}
/*!
* \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<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));
// 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> 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;
}