429 lines
11 KiB
C++
429 lines
11 KiB
C++
// Copyright (C) 2014 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/AbstractViewer.hpp>
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#include <memory>
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#include <Nazara/Utility/Font.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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NzTextSprite::NzTextSprite() :
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m_boundingVolume(NzBoundingVolumef::Null()),
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m_color(NzColor::White),
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m_verticesUpdated(false)
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{
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SetDefaultMaterial();
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}
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NzTextSprite::NzTextSprite(const NzTextSprite& sprite) :
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NzSceneNode(sprite),
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m_atlases(sprite.m_atlases),
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m_renderInfos(sprite.m_renderInfos),
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m_localVertices(sprite.m_localVertices),
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m_vertices(sprite.m_vertices),
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m_boundingVolume(sprite.m_boundingVolume),
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m_color(sprite.m_color),
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m_material(sprite.m_material),
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m_localBounds(sprite.m_localBounds),
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m_boundingVolumeUpdated(sprite.m_boundingVolumeUpdated),
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m_verticesUpdated(sprite.m_verticesUpdated)
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{
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SetParent(sprite.GetParent());
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for (const NzAbstractAtlas* atlas : m_atlases)
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atlas->AddListener(this);
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}
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NzTextSprite::~NzTextSprite()
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{
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ClearAtlases();
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}
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void NzTextSprite::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
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{
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if (!m_verticesUpdated)
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UpdateVertices();
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for (auto& pair : m_renderInfos)
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{
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NzTexture* overlay = pair.first;
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RenderIndices& indices = pair.second;
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if (indices.count > 0)
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renderQueue->AddSprites(m_material, &m_vertices[indices.first*4], indices.count, overlay);
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}
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}
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void NzTextSprite::Clear()
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{
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ClearAtlases();
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m_boundingVolume.MakeNull();
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m_localVertices.clear();
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m_renderInfos.clear();
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m_vertices.clear();
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}
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const NzBoundingVolumef& NzTextSprite::GetBoundingVolume() const
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{
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if (!m_boundingVolumeUpdated)
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UpdateBoundingVolume();
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return m_boundingVolume;
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}
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const NzColor& NzTextSprite::GetColor() const
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{
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return m_color;
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}
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NzMaterial* NzTextSprite::GetMaterial() const
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{
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return m_material;
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}
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nzSceneNodeType NzTextSprite::GetSceneNodeType() const
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{
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return nzSceneNodeType_TextSprite;
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}
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void NzTextSprite::InvalidateVertices()
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{
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m_verticesUpdated = false;
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}
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bool NzTextSprite::IsDrawable() const
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{
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return m_material != nullptr;
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}
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void NzTextSprite::SetColor(const NzColor& color)
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{
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m_color = color;
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m_verticesUpdated = false;
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}
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void NzTextSprite::SetDefaultMaterial()
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{
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std::unique_ptr<NzMaterial> material(new NzMaterial);
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material->Enable(nzRendererParameter_Blend, true);
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material->Enable(nzRendererParameter_DepthWrite, false);
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material->Enable(nzRendererParameter_FaceCulling, false);
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material->EnableLighting(false);
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material->SetDstBlend(nzBlendFunc_InvSrcAlpha);
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material->SetSrcBlend(nzBlendFunc_SrcAlpha);
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SetMaterial(material.get());
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material->SetPersistent(false);
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material.release();
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}
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void NzTextSprite::SetMaterial(NzMaterial* material)
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{
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m_material = material;
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}
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void NzTextSprite::Update(const NzAbstractTextDrawer& drawer)
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{
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ClearAtlases();
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NzCallOnExit clearOnFail([this]()
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{
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Clear();
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});
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unsigned int fontCount = drawer.GetFontCount();
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for (unsigned int i = 0; i < fontCount; ++i)
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{
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NzFont* font = drawer.GetFont(i);
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const NzAbstractAtlas* atlas = font->GetAtlas().get();
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#if NAZARA_GRAPHICS_SAFE
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if ((atlas->GetStorage() & nzDataStorage_Hardware) == 0)
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{
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// Cet atlas ne nous donnera pas de texture, nous ne pouvons pas l'utiliser
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NazaraError("Font " + NzString::Pointer(font) + " uses a non-hardware atlas which cannot be used by text sprites");
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return;
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}
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#endif
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if (m_atlases.insert(atlas).second)
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atlas->AddListener(this);
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}
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unsigned int glyphCount = drawer.GetGlyphCount();
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m_localVertices.resize(glyphCount * 4);
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m_vertices.resize(glyphCount * 4);
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NzTexture* lastTexture = nullptr;
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unsigned int* count = nullptr;
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for (unsigned int i = 0; i < glyphCount; ++i)
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{
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const NzAbstractTextDrawer::Glyph& glyph = drawer.GetGlyph(i);
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NzTexture* texture = static_cast<NzTexture*>(glyph.atlas);
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if (lastTexture != texture)
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{
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auto pair = m_renderInfos.insert(std::make_pair(texture, RenderIndices{0U, 0U}));
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count = &pair.first->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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// Attribution des indices
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unsigned int index = 0;
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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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indices.first = index;
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index += indices.count;
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indices.count = 0; // On réinitialise count à zéro (on va s'en servir pour compteur dans la boucle suivante)
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}
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NzSparsePtr<NzVector2f> texCoordPtr(&m_vertices[0].uv, sizeof(NzVertexStruct_XYZ_Color_UV));
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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 NzAbstractTextDrawer::Glyph& glyph = drawer.GetGlyph(i);
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NzTexture* texture = static_cast<NzTexture*>(glyph.atlas);
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if (lastTexture != texture)
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{
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indices = &m_renderInfos[texture]; // On a changé de texture, on ajuste le pointeur
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lastTexture = texture;
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}
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// Affectation des positions et couleurs (locaux)
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for (unsigned int j = 0; j < 4; ++j)
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{
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m_localVertices[i*4 + j].color = glyph.color;
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m_localVertices[i*4 + j].position.Set(glyph.corners[j]);
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}
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// Calcul des coordonnées de texture (globaux)
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// On commence par transformer les coordonnées entières en flottantes:
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NzVector2ui 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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NzRectf 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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// Extraction des quatre coins et attribution
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NzSparsePtr<NzVector2f> texCoord = texCoordPtr + indices->first*4 + indices->count*4;
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if (!glyph.flipped)
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{
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// Le glyphe n'est pas retourné, l'ordre des UV suit celui des sommets
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*texCoord++ = uvRect.GetCorner(nzRectCorner_LeftTop);
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*texCoord++ = uvRect.GetCorner(nzRectCorner_RightTop);
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*texCoord++ = uvRect.GetCorner(nzRectCorner_LeftBottom);
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*texCoord++ = uvRect.GetCorner(nzRectCorner_RightBottom);
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}
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else
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{
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// Le glyphe a subit une rotation de 90° (sens antihoraire), on adapte les UV en conséquence
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*texCoord++ = uvRect.GetCorner(nzRectCorner_LeftBottom);
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*texCoord++ = uvRect.GetCorner(nzRectCorner_LeftTop);
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*texCoord++ = uvRect.GetCorner(nzRectCorner_RightBottom);
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*texCoord++ = uvRect.GetCorner(nzRectCorner_RightTop);
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}
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// Et on passe au prochain
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indices->count++;
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}
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m_localBounds = drawer.GetBounds();
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m_boundingVolume.MakeNull();
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m_boundingVolumeUpdated = false;
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m_verticesUpdated = false;
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clearOnFail.Reset();
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}
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NzTextSprite& NzTextSprite::operator=(const NzTextSprite& text)
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{
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NzSceneNode::operator=(text);
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m_atlases = text.m_atlases;
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m_color = text.m_color;
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m_material = text.m_material;
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m_renderInfos = text.m_renderInfos;
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m_localBounds = text.m_localBounds;
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m_localVertices = text.m_localVertices;
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// 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
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m_boundingVolumeUpdated = false;
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m_verticesUpdated = false;
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return *this;
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}
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void NzTextSprite::ClearAtlases()
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{
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for (const NzAbstractAtlas* atlas : m_atlases)
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atlas->RemoveListener(this);
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m_atlases.clear();
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}
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void NzTextSprite::InvalidateNode()
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{
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NzSceneNode::InvalidateNode();
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m_boundingVolumeUpdated = false;
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m_verticesUpdated = false;
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}
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bool NzTextSprite::OnAtlasCleared(const NzAbstractAtlas* atlas, void* userdata)
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{
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NazaraUnused(userdata);
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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 " + NzString::Pointer(atlas));
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return false;
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}
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#endif
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NazaraWarning("TextSprite " + NzString::Pointer(this) + " has been cleared because atlas " + NzString::Pointer(atlas) + " that was under use has been cleared");
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Clear();
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return false;
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}
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bool NzTextSprite::OnAtlasLayerChange(const NzAbstractAtlas* atlas, NzAbstractImage* oldLayer, NzAbstractImage* newLayer, void* userdata)
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{
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NazaraUnused(atlas);
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NazaraUnused(userdata);
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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 " + NzString::Pointer(atlas));
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return false;
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}
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#endif
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NzTexture* oldTexture = static_cast<NzTexture*>(oldLayer);
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NzTexture* newTexture = static_cast<NzTexture*>(newLayer);
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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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// Nous utilisons bien cette texture, nous devons mettre à jour les coordonnées de texture
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RenderIndices indices = std::move(it->second);
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NzVector2ui oldSize(oldTexture->GetSize());
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NzVector2ui newSize(newTexture->GetSize());
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NzVector2f scale = NzVector2f(oldSize)/NzVector2f(newSize);
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NzSparsePtr<NzVector2f> texCoordPtr(&m_vertices[indices.first].uv, sizeof(NzVertexStruct_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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texCoordPtr[i*4 + j] *= scale;
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}
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// Nous enlevons l'ancienne texture et rajoutons la nouvelle à sa place (pour les mêmes 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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return true;
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}
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void NzTextSprite::OnAtlasReleased(const NzAbstractAtlas* atlas, void* userdata)
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{
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NazaraUnused(userdata);
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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 " + NzString::Pointer(atlas));
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return;
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}
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#endif
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NazaraWarning("TextSprite " + NzString::Pointer(this) + " has been cleared because atlas " + NzString::Pointer(atlas) + " that was under use has been released");
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Clear();
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}
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void NzTextSprite::Register()
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{
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// Le changement de scène peut affecter les sommets
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m_verticesUpdated = false;
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}
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void NzTextSprite::Unregister()
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{
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}
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void NzTextSprite::UpdateBoundingVolume() const
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{
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if (m_boundingVolume.IsNull())
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{
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NzVector3f down = m_scene->GetDown();
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NzVector3f right = m_scene->GetRight();
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NzRectf bounds(m_localBounds);
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NzVector2f max = bounds.GetMaximum();
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NzVector2f min = bounds.GetMinimum();
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m_boundingVolume.Set(min.x*right + min.y*down, max.x*right + max.y*down);
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}
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if (!m_transformMatrixUpdated)
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UpdateTransformMatrix();
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m_boundingVolume.Update(m_transformMatrix);
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m_boundingVolumeUpdated = true;
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}
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void NzTextSprite::UpdateVertices() const
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{
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if (!m_transformMatrixUpdated)
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UpdateTransformMatrix();
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NzVector3f down = m_scene->GetDown();
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NzVector3f right = m_scene->GetRight();
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NzSparsePtr<NzColor> colorPtr(&m_vertices[0].color, sizeof(NzVertexStruct_XYZ_Color_UV));
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NzSparsePtr<NzVector3f> posPtr(&m_vertices[0].position, sizeof(NzVertexStruct_XYZ_Color_UV));
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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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NzSparsePtr<NzColor> color = colorPtr + indices.first*4;
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NzSparsePtr<NzVector3f> pos = posPtr + indices.first*4;
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NzVertexStruct_XY_Color* 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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*pos++ = m_transformMatrix.Transform(localVertex->position.x*right + localVertex->position.y*down);
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*color++ = m_color * localVertex->color;
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localVertex++;
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}
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}
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}
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m_verticesUpdated = true;
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}
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