Add font fallback
Note: All the `First()` in the code are temperary workarounds to make it work and require refractoring
This commit is contained in:
@@ -27,11 +27,11 @@
|
||||
|
||||
#if USE_EDITOR
|
||||
#define RENDER2D_CHECK_RENDERING_STATE \
|
||||
if (!Render2D::IsRendering()) \
|
||||
{ \
|
||||
LOG(Error, "Calling Render2D is only valid during rendering."); \
|
||||
return; \
|
||||
}
|
||||
if (!Render2D::IsRendering()) \
|
||||
{ \
|
||||
LOG(Error, "Calling Render2D is only valid during rendering."); \
|
||||
return; \
|
||||
}
|
||||
#else
|
||||
#define RENDER2D_CHECK_RENDERING_STATE
|
||||
#endif
|
||||
@@ -54,7 +54,7 @@ const bool DownsampleForBlur = false;
|
||||
|
||||
PACK_STRUCT(struct Data {
|
||||
Matrix ViewProjection;
|
||||
});
|
||||
});
|
||||
|
||||
PACK_STRUCT(struct BlurData {
|
||||
Float2 InvBufferSize;
|
||||
@@ -62,7 +62,7 @@ PACK_STRUCT(struct BlurData {
|
||||
float Dummy0;
|
||||
Float4 Bounds;
|
||||
Float4 WeightAndOffsets[RENDER2D_BLUR_MAX_SAMPLES / 2];
|
||||
});
|
||||
});
|
||||
|
||||
enum class DrawCallType : byte
|
||||
{
|
||||
@@ -1174,7 +1174,7 @@ void Render2D::DrawText(Font* font, const StringView& text, const Color& color,
|
||||
drawCall.AsChar.Mat = nullptr;
|
||||
}
|
||||
Float2 pointer = location;
|
||||
for (int32 currentIndex = 0; currentIndex <= text.Length(); currentIndex++)
|
||||
for (int32 currentIndex = 0; currentIndex < text.Length(); currentIndex++)
|
||||
{
|
||||
// Cache current character
|
||||
const Char currentChar = text[currentIndex];
|
||||
@@ -1368,6 +1368,318 @@ void Render2D::DrawText(Font* font, const StringView& text, const TextRange& tex
|
||||
DrawText(font, textRange.Substring(text), color, layout, customMaterial);
|
||||
}
|
||||
|
||||
void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const Color& color, const Float2& location, MaterialBase* customMaterial)
|
||||
{
|
||||
RENDER2D_CHECK_RENDERING_STATE;
|
||||
|
||||
// Check if there is no need to do anything
|
||||
if (fonts.IsEmpty() || text.Length() < 0)
|
||||
return;
|
||||
|
||||
// Temporary data
|
||||
uint32 fontAtlasIndex = 0;
|
||||
FontTextureAtlas* fontAtlas = nullptr;
|
||||
Float2 invAtlasSize = Float2::One;
|
||||
FontCharacterEntry previous;
|
||||
int32 kerning;
|
||||
float scale = 1.0f / FontManager::FontScale;
|
||||
|
||||
// Render all characters
|
||||
FontCharacterEntry entry;
|
||||
Render2DDrawCall drawCall;
|
||||
if (customMaterial)
|
||||
{
|
||||
drawCall.Type = DrawCallType::DrawCharMaterial;
|
||||
drawCall.AsChar.Mat = customMaterial;
|
||||
}
|
||||
else
|
||||
{
|
||||
drawCall.Type = DrawCallType::DrawChar;
|
||||
drawCall.AsChar.Mat = nullptr;
|
||||
}
|
||||
|
||||
// The following code cut the text into segments, according to the font used to render
|
||||
Float2 pointer = location;
|
||||
// The starting index of the current segment
|
||||
int32 startIndex = 0;
|
||||
// The index of the font used by the current segment
|
||||
int32 segmentFontIndex = 0;
|
||||
// The maximum font height of the current line
|
||||
float maxHeight = 0;
|
||||
for (int32 currentIndex = 0; currentIndex <= text.Length(); currentIndex++)
|
||||
{
|
||||
// Cache current character
|
||||
const Char currentChar = currentIndex < text.Length() ? text[currentIndex] : 0;
|
||||
|
||||
// Check if it isn't a newline character
|
||||
if (currentChar != '\n')
|
||||
{
|
||||
int32 fontIndex = 0;
|
||||
if (currentIndex < text.Length()) {
|
||||
while (fontIndex < fonts.Count() && !fonts[fontIndex]->ContainsChar(currentChar))
|
||||
{
|
||||
fontIndex++;
|
||||
}
|
||||
|
||||
// If no font can match the char, then use the segment font
|
||||
if (fontIndex == fonts.Count()) {
|
||||
fontIndex = segmentFontIndex;
|
||||
}
|
||||
|
||||
// Do nothing if the char still belongs to the current segment
|
||||
if (fontIndex == segmentFontIndex) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Render the pending segment before beginning the new segment
|
||||
renderText:auto fontHeight = fonts[segmentFontIndex]->GetHeight();
|
||||
maxHeight = Math::Max(maxHeight, static_cast<float>(fontHeight));
|
||||
auto fontDescender = fonts[segmentFontIndex]->GetDescender();
|
||||
for (int32 renderIndex = startIndex; renderIndex < currentIndex; renderIndex++)
|
||||
{
|
||||
// Get character entry
|
||||
fonts[segmentFontIndex]->GetCharacter(text[renderIndex], entry);
|
||||
|
||||
// Check if need to select/change font atlas (since characters even in the same font may be located in different atlases)
|
||||
if (fontAtlas == nullptr || entry.TextureIndex != fontAtlasIndex)
|
||||
{
|
||||
// Get texture atlas that contains current character
|
||||
fontAtlasIndex = entry.TextureIndex;
|
||||
fontAtlas = FontManager::GetAtlas(fontAtlasIndex);
|
||||
if (fontAtlas)
|
||||
{
|
||||
fontAtlas->EnsureTextureCreated();
|
||||
drawCall.AsChar.Tex = fontAtlas->GetTexture();
|
||||
invAtlasSize = 1.0f / fontAtlas->GetSize();
|
||||
}
|
||||
else
|
||||
{
|
||||
drawCall.AsChar.Tex = nullptr;
|
||||
invAtlasSize = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Check if character is a whitespace
|
||||
const bool isWhitespace = StringUtils::IsWhitespace(text[renderIndex]);
|
||||
|
||||
// Get kerning
|
||||
if (!isWhitespace && previous.IsValid)
|
||||
{
|
||||
kerning = fonts[segmentFontIndex]->GetKerning(previous.Character, entry.Character);
|
||||
}
|
||||
else
|
||||
{
|
||||
kerning = 0;
|
||||
}
|
||||
pointer.X += kerning * scale;
|
||||
previous = entry;
|
||||
|
||||
// Omit whitespace characters
|
||||
if (!isWhitespace)
|
||||
{
|
||||
// Calculate character size and atlas coordinates
|
||||
const float x = pointer.X + entry.OffsetX * scale;
|
||||
const float y = pointer.Y + (fontHeight + fontDescender - entry.OffsetY) * scale;
|
||||
|
||||
Rectangle charRect(x, y, entry.UVSize.X * scale, entry.UVSize.Y * scale);
|
||||
|
||||
Float2 upperLeftUV = entry.UV * invAtlasSize;
|
||||
Float2 rightBottomUV = (entry.UV + entry.UVSize) * invAtlasSize;
|
||||
|
||||
// Add draw call
|
||||
drawCall.StartIB = IBIndex;
|
||||
drawCall.CountIB = 6;
|
||||
DrawCalls.Add(drawCall);
|
||||
WriteRect(charRect, color, upperLeftUV, rightBottomUV);
|
||||
}
|
||||
|
||||
// Move
|
||||
pointer.X += entry.AdvanceX * scale;
|
||||
}
|
||||
|
||||
// Start new segment
|
||||
startIndex = currentIndex;
|
||||
segmentFontIndex = fontIndex;
|
||||
|
||||
if (currentIndex == text.Length() - 1) {
|
||||
currentIndex++;
|
||||
goto renderText;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Move
|
||||
pointer.X = location.X;
|
||||
pointer.Y += maxHeight * scale;
|
||||
// Clear max height
|
||||
maxHeight = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const TextRange& textRange, const Color& color, const Float2& location, MaterialBase* customMaterial)
|
||||
{
|
||||
DrawText(fonts, textRange.Substring(text), color, location, customMaterial);
|
||||
}
|
||||
|
||||
void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
|
||||
{
|
||||
RENDER2D_CHECK_RENDERING_STATE;
|
||||
|
||||
// Check if there is no need to do anything
|
||||
if (fonts.IsEmpty() || text.IsEmpty() || layout.Scale <= ZeroTolerance)
|
||||
return;
|
||||
|
||||
// Temporary data
|
||||
uint32 fontAtlasIndex = 0;
|
||||
FontTextureAtlas* fontAtlas = nullptr;
|
||||
Float2 invAtlasSize = Float2::One;
|
||||
FontCharacterEntry previous;
|
||||
int32 kerning;
|
||||
float scale = layout.Scale / FontManager::FontScale;
|
||||
|
||||
// Process text to get lines
|
||||
Lines.Clear();
|
||||
Font::ProcessText(fonts, text, Lines, layout);
|
||||
|
||||
// Render all lines
|
||||
FontCharacterEntry entry;
|
||||
Render2DDrawCall drawCall;
|
||||
if (customMaterial)
|
||||
{
|
||||
drawCall.Type = DrawCallType::DrawCharMaterial;
|
||||
drawCall.AsChar.Mat = customMaterial;
|
||||
}
|
||||
else
|
||||
{
|
||||
drawCall.Type = DrawCallType::DrawChar;
|
||||
drawCall.AsChar.Mat = nullptr;
|
||||
}
|
||||
|
||||
for (int32 lineIndex = 0; lineIndex < Lines.Count(); lineIndex++)
|
||||
{
|
||||
const FontLineCache& line = Lines[lineIndex];
|
||||
|
||||
// The following code cut the text into segments, according to the font used to render
|
||||
Float2 pointer = line.Location;
|
||||
// The starting index of the current segment
|
||||
int32 startIndex = line.FirstCharIndex;
|
||||
// The index of the font used by the current segment
|
||||
int32 segmentFontIndex = 0;
|
||||
// The maximum font height of the current line
|
||||
float maxHeight = 0;
|
||||
|
||||
// Partition and render all characters from the line
|
||||
for (int32 charIndex = line.FirstCharIndex; charIndex <= line.LastCharIndex + 1; charIndex++)
|
||||
{
|
||||
const Char c = charIndex <= line.LastCharIndex ? text[charIndex] : 0;
|
||||
|
||||
if (c != '\n')
|
||||
{
|
||||
int32 fontIndex = 0;
|
||||
if (charIndex <= line.LastCharIndex) {
|
||||
while (fontIndex < fonts.Count() && !fonts[fontIndex]->ContainsChar(c))
|
||||
{
|
||||
fontIndex++;
|
||||
}
|
||||
|
||||
// If no font can match the char, then use the segment font
|
||||
if (fontIndex == fonts.Count()) {
|
||||
fontIndex = segmentFontIndex;
|
||||
}
|
||||
|
||||
|
||||
// Do nothing if the char still belongs to the current segment
|
||||
if (fontIndex == segmentFontIndex) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Render the pending segment before beginning the new segment
|
||||
auto fontHeight = fonts[segmentFontIndex]->GetHeight();
|
||||
maxHeight = Math::Max(maxHeight, static_cast<float>(fontHeight));
|
||||
auto fontDescender = fonts[segmentFontIndex]->GetDescender();
|
||||
|
||||
const Char* pred = L"Type";
|
||||
if (text.Substring(0, Math::Min(4, text.Length())) == pred) {
|
||||
// __debugbreak();
|
||||
}
|
||||
for (int32 renderIndex = startIndex; renderIndex < charIndex; renderIndex++)
|
||||
{
|
||||
// Get character entry
|
||||
fonts[segmentFontIndex]->GetCharacter(text[renderIndex], entry);
|
||||
|
||||
// Check if need to select/change font atlas (since characters even in the same font may be located in different atlases)
|
||||
if (fontAtlas == nullptr || entry.TextureIndex != fontAtlasIndex)
|
||||
{
|
||||
// Get texture atlas that contains current character
|
||||
fontAtlasIndex = entry.TextureIndex;
|
||||
fontAtlas = FontManager::GetAtlas(fontAtlasIndex);
|
||||
if (fontAtlas)
|
||||
{
|
||||
fontAtlas->EnsureTextureCreated();
|
||||
invAtlasSize = 1.0f / fontAtlas->GetSize();
|
||||
drawCall.AsChar.Tex = fontAtlas->GetTexture();
|
||||
}
|
||||
else
|
||||
{
|
||||
invAtlasSize = 1.0f;
|
||||
drawCall.AsChar.Tex = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
// Get kerning
|
||||
const bool isWhitespace = StringUtils::IsWhitespace(text[renderIndex]);
|
||||
if (!isWhitespace && previous.IsValid)
|
||||
{
|
||||
kerning = fonts[segmentFontIndex]->GetKerning(previous.Character, entry.Character);
|
||||
}
|
||||
else
|
||||
{
|
||||
kerning = 0;
|
||||
}
|
||||
pointer.X += (float)kerning * scale;
|
||||
previous = entry;
|
||||
|
||||
// Omit whitespace characters
|
||||
if (!isWhitespace)
|
||||
{
|
||||
// Calculate character size and atlas coordinates
|
||||
const float x = pointer.X + entry.OffsetX * scale;
|
||||
const float y = pointer.Y - entry.OffsetY * scale + Math::Ceil((fontHeight + fontDescender) * scale);
|
||||
|
||||
Rectangle charRect(x, y, entry.UVSize.X * scale, entry.UVSize.Y * scale);
|
||||
charRect.Offset(layout.Bounds.Location);
|
||||
|
||||
Float2 upperLeftUV = entry.UV * invAtlasSize;
|
||||
Float2 rightBottomUV = (entry.UV + entry.UVSize) * invAtlasSize;
|
||||
|
||||
// Add draw call
|
||||
drawCall.StartIB = IBIndex;
|
||||
drawCall.CountIB = 6;
|
||||
DrawCalls.Add(drawCall);
|
||||
WriteRect(charRect, color, upperLeftUV, rightBottomUV);
|
||||
}
|
||||
|
||||
// Move
|
||||
pointer.X += entry.AdvanceX * scale;
|
||||
}
|
||||
|
||||
// Start new segment
|
||||
startIndex = charIndex;
|
||||
segmentFontIndex = fontIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const TextRange& textRange, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
|
||||
{
|
||||
DrawText(fonts, textRange.Substring(text), color, layout, customMaterial);
|
||||
}
|
||||
|
||||
FORCE_INLINE bool NeedAlphaWithTint(const Color& color)
|
||||
{
|
||||
return (color.A * TintLayersStack.Peek().A) < 1.0f;
|
||||
@@ -1931,7 +2243,7 @@ void Render2D::DrawBlur(const Rectangle& rect, float blurStrength)
|
||||
void Render2D::DrawTexturedTriangles(GPUTexture* t, const Span<Float2>& vertices, const Span<Float2>& uvs)
|
||||
{
|
||||
RENDER2D_CHECK_RENDERING_STATE;
|
||||
CHECK(vertices.Length() == uvs.Length())
|
||||
CHECK(vertices.Length() == uvs.Length());
|
||||
|
||||
Render2DDrawCall& drawCall = DrawCalls.AddOne();
|
||||
drawCall.Type = DrawCallType::FillTexture;
|
||||
@@ -1977,7 +2289,7 @@ void Render2D::DrawTexturedTriangles(GPUTexture* t, const Span<uint16>& indices,
|
||||
drawCall.StartIB = IBIndex;
|
||||
drawCall.CountIB = indices.Length();
|
||||
drawCall.AsTexture.Ptr = t;
|
||||
|
||||
|
||||
for (int32 i = 0; i < indices.Length();)
|
||||
{
|
||||
const uint16 i0 = indices.Get()[i++];
|
||||
|
||||
Reference in New Issue
Block a user