_font drawtext transform opt
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@@ -402,6 +402,13 @@ void WriteRect(const Rectangle& rect, const Color& color, const Float2& uvUpperL
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quad[1] = MakeTransformedVertex(rect.GetBottomLeft(), Float2(uvUpperLeft.X, uvBottomRight.Y), color);
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quad[2] = MakeTransformedVertex(rect.GetUpperLeft(), uvUpperLeft, color);
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quad[3] = MakeTransformedVertex(rect.GetUpperRight(), Float2(uvBottomRight.X, uvUpperLeft.Y), color);
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/*RotatedRectangle mask = ClipLayersStack.Peek().Mask;
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Float2 customData = { 0.0f, (float)Render2D::Features };
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Color colorTint = color * TintLayersStack.Peek();
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quad[0] = MakeTransformedVertex(rect.GetBottomRight(), uvBottomRight, colorTint, mask, customData);
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quad[1] = MakeTransformedVertex(rect.GetBottomLeft(), Float2(uvUpperLeft.X, uvBottomRight.Y), colorTint, mask, customData);
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quad[2] = MakeTransformedVertex(rect.GetUpperLeft(), uvUpperLeft, colorTint, mask, customData);
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quad[3] = MakeTransformedVertex(rect.GetUpperRight(), Float2(uvBottomRight.X, uvUpperLeft.Y), colorTint, mask, customData);*/
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}
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//VB.Write(quad, sizeof(quad));
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@@ -1381,12 +1388,23 @@ void Render2D::DrawText(Font* font, const StringView& text, const Color& color,
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drawCall.Type = DrawCallType::DrawChar;
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drawCall.AsChar.Mat = nullptr;
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}*/
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//Matrix3x3 rotto = TransformCached;
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//auto quat = Quaternion::RotationYawPitchRoll(15.0f, 25.0f, 35.0f);
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//Matrix3x3 rotto = Matrix3x3::RotationQuaternion(quat);
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int32 entryIndex = 0;
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int32 actualDrawCallsCount = 0;
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for (int32 lineIndex = 0; lineIndex < Lines.Count(); lineIndex++)
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{
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const FontLineCache& line = Lines[lineIndex];
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Float2 pointer = line.Location;
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Float2 pointer;
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ApplyTransform(line.Location, pointer);
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Float2 advanceDirX;
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Matrix3x3::Transform2DVector(Float2(1.0f, 0.0f), TransformCached, advanceDirX);
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Float2 advanceDirY;
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Matrix3x3::Transform2DVector(Float2(0.0f, 1.0f), TransformCached, advanceDirY);
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// Render all characters from the line
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for (int32 charIndex = line.FirstCharIndex; charIndex < line.LastCharIndex; charIndex++)
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@@ -1409,7 +1427,8 @@ void Render2D::DrawText(Font* font, const StringView& text, const Color& color,
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}
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pointer.X += (float)kerning * scale;*/
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pointer.X += kerning * scale;
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//pointer.X += kerning * scale;
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pointer += advanceDirX * (kerning * scale);
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previous = entry;
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// Omit whitespace characters
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@@ -1436,11 +1455,16 @@ void Render2D::DrawText(Font* font, const StringView& text, const Color& color,
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}
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// Calculate character size and atlas coordinates
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const float x = pointer.X + entry.OffsetX * scale;
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const float y = pointer.Y - entry.OffsetY * scale + fontHeightOffset;
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Rectangle charRect(x, y, entry.UVSize.X * scale, entry.UVSize.Y * scale);
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charRect.Offset(layout.Bounds.Location);
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//const float x = pointer.X + entry.OffsetX * scale;
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//const float y = pointer.Y - entry.OffsetY * scale + fontHeightOffset;
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// FIXME: skewed, use advanceDirY for rightBottom
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Float2 upperLeft(pointer.X + entry.OffsetX * scale, pointer.Y - entry.OffsetY * scale + fontHeightOffset);
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Float2 rightBottom(upperLeft.X + (entry.UVSize.X * scale), upperLeft.Y + (entry.UVSize.Y * scale));
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upperLeft += layout.Bounds.Location;
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rightBottom += layout.Bounds.Location;
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//Rectangle charRect(x, y, entry.UVSize.X * scale, entry.UVSize.Y * scale);
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//charRect.Offset(layout.Bounds.Location);
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Float2 upperLeftUV = entry.UV * invAtlasSize;
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Float2 rightBottomUV = (entry.UV + entry.UVSize) * invAtlasSize;
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@@ -1459,17 +1483,49 @@ void Render2D::DrawText(Font* font, const StringView& text, const Color& color,
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drawCall->AsChar.Mat = nullptr;
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}
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drawCall->AsChar.Tex = fontAtlas ? fontAtlas->GetTexture() : nullptr;
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//DrawCalls[drawCallCountBefore + actualDrawCallsCount] = drawCall;
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//*drawCalls = drawCall;
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drawCall++;
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actualDrawCallsCount++;
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//DrawCalls.Add(drawCall);
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WriteRect(charRect, color, upperLeftUV, rightBottomUV);
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//WriteRect(charRect, color, upperLeftUV, rightBottomUV);
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{
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Render2DVertex* quad = (Render2DVertex*)VB.WriteReserve(sizeof(Render2DVertex) * 4);
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//Render2DVertex quad[4];
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//if (TransformIsIdentity)
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{
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RotatedRectangle mask = ClipLayersStack.Peek().Mask;
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Float2 customData = { 0.0f, (float)Render2D::Features };
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Color colorTint = color * TintLayersStack.Peek();
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quad[0] = MakeVertex(rightBottom, rightBottomUV, colorTint, mask, customData);
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quad[1] = MakeVertex(Float2(upperLeft.X, rightBottom.Y), Float2(upperLeftUV.X, rightBottomUV.Y), colorTint, mask, customData);
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quad[2] = MakeVertex(upperLeft, upperLeftUV, colorTint, mask, customData);
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quad[3] = MakeVertex(Float2(rightBottom.X, upperLeft.Y), Float2(rightBottomUV.X, upperLeftUV.Y), colorTint, mask, customData);
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}
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//VB.Write(quad, sizeof(quad));
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//uint32 indices[6];
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uint32* indices = (uint32*)IB.WriteReserve(sizeof(uint32) * 6);
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indices[0] = VBIndex + 0;
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indices[1] = VBIndex + 1;
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indices[2] = VBIndex + 2;
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indices[3] = VBIndex + 2;
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indices[4] = VBIndex + 3;
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indices[5] = VBIndex + 0;
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//IB.Write(indices, sizeof(indices));
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//RENDER2D_WRITE_IB_QUAD(indices);
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VBIndex += 4;
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IBIndex += 6;
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}
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}
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// Move
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pointer.X += entry.AdvanceX * scale;
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//pointer.X += entry.AdvanceX * scale;
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pointer += advanceDirX * (entry.AdvanceX * scale);
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entryIndex++;
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}
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}
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