Cleanup stuff in #2019
This commit is contained in:
@@ -3,7 +3,6 @@
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#include "Render2D.h"
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#include "Font.h"
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#include "FontManager.h"
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#include "FallbackFonts.h"
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#include "FontTextureAtlas.h"
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#include "RotatedRectangle.h"
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#include "SpriteAtlas.h"
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@@ -55,7 +54,7 @@ const bool DownsampleForBlur = false;
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PACK_STRUCT(struct Data {
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Matrix ViewProjection;
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});
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});
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PACK_STRUCT(struct BlurData {
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Float2 InvBufferSize;
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@@ -63,7 +62,7 @@ PACK_STRUCT(struct BlurData {
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float Dummy0;
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Float4 Bounds;
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Float4 WeightAndOffsets[RENDER2D_BLUR_MAX_SAMPLES / 2];
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});
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});
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enum class DrawCallType : byte
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{
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@@ -181,9 +180,7 @@ struct ClipMask
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Rectangle Bounds;
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};
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Render2D::RenderingFeatures Render2D::Features = RenderingFeatures::VertexSnapping;
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bool Render2D::EnableFontFallback = true;
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FontFallbackList* Render2D::FallbackFonts = nullptr;
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Render2D::RenderingFeatures Render2D::Features = RenderingFeatures::VertexSnapping | RenderingFeatures::FallbackFonts;
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namespace
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{
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@@ -197,7 +194,6 @@ namespace
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// Drawing
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Array<Render2DDrawCall> DrawCalls;
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Array<FontLineCache> Lines;
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Array<BlockedTextLineCache> BlockedTextLines;
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Array<Float2> Lines2;
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bool IsScissorsRectEmpty;
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bool IsScissorsRectEnabled;
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@@ -1141,12 +1137,12 @@ void DrawBatch(int32 startIndex, int32 count)
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}
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// Draw
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Context->BindVB(ToSpan(&vb, 1)); // TODO: reduce bindings frequency
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Context->BindIB(ib); // TODO: reduce bindings frequency
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Context->BindVB(ToSpan(&vb, 1));
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Context->BindIB(ib);
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Context->DrawIndexed(countIb, 0, d.StartIB);
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}
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void Render2D::DrawTextInternal(Font* font, const StringView& text, const Color& color, const Float2& location, MaterialBase* customMaterial)
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void Render2D::DrawText(Font* font, const StringView& text, const Color& color, const Float2& location, MaterialBase* customMaterial)
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{
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RENDER2D_CHECK_RENDERING_STATE;
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@@ -1163,6 +1159,7 @@ void Render2D::DrawTextInternal(Font* font, const StringView& text, const Color&
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FontCharacterEntry previous;
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int32 kerning;
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float scale = 1.0f / FontManager::FontScale;
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const bool enableFallbackFonts = EnumHasAllFlags(Features, RenderingFeatures::FallbackFonts);
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// Render all characters
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FontCharacterEntry entry;
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@@ -1178,7 +1175,7 @@ void Render2D::DrawTextInternal(Font* font, const StringView& text, const Color&
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drawCall.AsChar.Mat = nullptr;
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}
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Float2 pointer = location;
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for (int32 currentIndex = 0; currentIndex < text.Length(); currentIndex++)
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for (int32 currentIndex = 0; currentIndex <= text.Length(); currentIndex++)
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{
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// Cache current character
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const Char currentChar = text[currentIndex];
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@@ -1187,7 +1184,7 @@ void Render2D::DrawTextInternal(Font* font, const StringView& text, const Color&
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if (currentChar != '\n')
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{
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// Get character entry
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font->GetCharacter(currentChar, entry);
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font->GetCharacter(currentChar, entry, enableFallbackFonts);
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// Check if need to select/change font atlas (since characters even in the same font may be located in different atlases)
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if (fontAtlas == nullptr || entry.TextureIndex != fontAtlasIndex)
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@@ -1214,7 +1211,7 @@ void Render2D::DrawTextInternal(Font* font, const StringView& text, const Color&
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// Get kerning
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if (!isWhitespace && previous.IsValid)
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{
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kerning = font->GetKerning(previous.Character, entry.Character);
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kerning = entry.Font->GetKerning(previous.Character, entry.Character);
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}
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else
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{
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@@ -1254,12 +1251,12 @@ void Render2D::DrawTextInternal(Font* font, const StringView& text, const Color&
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}
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}
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void Render2D::DrawTextInternal(Font* font, const StringView& text, const TextRange& textRange, const Color& color, const Float2& location, MaterialBase* customMaterial)
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void Render2D::DrawText(Font* font, const StringView& text, const TextRange& textRange, const Color& color, const Float2& location, MaterialBase* customMaterial)
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{
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DrawTextInternal(font, textRange.Substring(text), color, location, customMaterial);
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DrawText(font, textRange.Substring(text), color, location, customMaterial);
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}
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void Render2D::DrawTextInternal(Font* font, const StringView& text, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
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void Render2D::DrawText(Font* font, const StringView& text, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
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{
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RENDER2D_CHECK_RENDERING_STATE;
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@@ -1277,6 +1274,7 @@ void Render2D::DrawTextInternal(Font* font, const StringView& text, const Color&
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FontCharacterEntry previous;
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int32 kerning;
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float scale = layout.Scale / FontManager::FontScale;
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const bool enableFallbackFonts = EnumHasAllFlags(Features, RenderingFeatures::FallbackFonts);
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// Process text to get lines
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Lines.Clear();
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@@ -1303,10 +1301,14 @@ void Render2D::DrawTextInternal(Font* font, const StringView& text, const Color&
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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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{
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const Char c = text[charIndex];
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if (c != '\n')
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// Cache current character
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const Char currentChar = text[charIndex];
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// Check if it isn't a newline character
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if (currentChar != '\n')
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{
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font->GetCharacter(c, entry);
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// Get character entry
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font->GetCharacter(currentChar, entry, enableFallbackFonts);
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// Check if need to select/change font atlas (since characters even in the same font may be located in different atlases)
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if (fontAtlas == nullptr || entry.TextureIndex != fontAtlasIndex)
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@@ -1328,10 +1330,10 @@ void Render2D::DrawTextInternal(Font* font, const StringView& text, const Color&
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}
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// Get kerning
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const bool isWhitespace = StringUtils::IsWhitespace(c);
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const bool isWhitespace = StringUtils::IsWhitespace(currentChar);
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if (!isWhitespace && previous.IsValid)
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{
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kerning = font->GetKerning(previous.Character, entry.Character);
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kerning = entry.Font->GetKerning(previous.Character, entry.Character);
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}
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else
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{
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@@ -1367,317 +1369,9 @@ void Render2D::DrawTextInternal(Font* font, const StringView& text, const Color&
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}
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}
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void Render2D::DrawTextInternal(Font* font, const StringView& text, const TextRange& textRange, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
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void Render2D::DrawText(Font* font, const StringView& text, const TextRange& textRange, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
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{
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DrawTextInternal(font, textRange.Substring(text), color, layout, customMaterial);
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}
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void Render2D::DrawTextInternal(Font* font, FontFallbackList* fallbacks, const StringView& text, const Color& color, const Float2& location, MaterialBase* customMaterial)
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{
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RENDER2D_CHECK_RENDERING_STATE;
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// Check if there is no need to do anything
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if (font == nullptr || text.Length() < 0)
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return;
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// Temporary data
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const Array<Font*>& fallbackFonts = fallbacks->GetFontList(font->GetSize());
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uint32 fontAtlasIndex = 0;
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FontTextureAtlas* fontAtlas = nullptr;
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Float2 invAtlasSize = Float2::One;
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FontCharacterEntry previous;
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int32 kerning;
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float scale = 1.0f / FontManager::FontScale;
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// Process text to get lines
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Array<float> maxAscenders;
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// Render all characters
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FontCharacterEntry entry;
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Render2DDrawCall drawCall;
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if (customMaterial)
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{
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drawCall.Type = DrawCallType::DrawCharMaterial;
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drawCall.AsChar.Mat = customMaterial;
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}
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else
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{
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drawCall.Type = DrawCallType::DrawChar;
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drawCall.AsChar.Mat = nullptr;
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}
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int32 lineIndex = 0;
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maxAscenders.Add(0);
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auto getFont = [&](int32 index)->Font* {
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return index >= 0 ? fallbackFonts[index] : font;
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};
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// Preprocess the text to determine vertical offset of blocks
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for (int32 currentIndex = 0; currentIndex < text.Length(); currentIndex++)
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{
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const Char c = text[currentIndex];
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if (c != '\n') {
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int32 fontIndex = fallbacks->GetCharFallbackIndex(c, font);
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maxAscenders[lineIndex] = Math::Max(maxAscenders[lineIndex],
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static_cast<float>(getFont(fontIndex)->GetAscender()));
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}
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else {
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lineIndex++;
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maxAscenders.Add(0);
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}
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}
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lineIndex = 0;
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// The following code cut the text into blocks, according to the font used to render
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Float2 pointer = location;
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// The starting index of the current block
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int32 startIndex = 0;
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// The index of the font used by the current block
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int32 currentFontIndex = fallbacks->GetCharFallbackIndex(text[0], font);
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// The maximum font height of the current line
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float maxHeight = 0;
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for (int32 currentIndex = 0; currentIndex < text.Length(); currentIndex++)
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{
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// Cache current character
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const Char currentChar = text[currentIndex];
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int32 nextCharIndex = currentIndex + 1;
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bool moveBlock = false;
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bool moveLine = false;
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int32 nextFontIndex = currentFontIndex;
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// Submit block if text ends
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if (nextCharIndex == text.Length()) {
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moveBlock = true;
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}
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// Check if it isn't a newline character
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if (currentChar != '\n')
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{
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// Get character entry
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if (nextCharIndex < text.Length()) {
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nextFontIndex = fallbacks->GetCharFallbackIndex(text[nextCharIndex], font);
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}
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if (nextFontIndex != currentFontIndex) {
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moveBlock = true;
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}
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}
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else
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{
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// Move
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moveLine = moveBlock = true;
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}
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if (moveBlock) {
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// Render the pending block before beginning the new block
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auto fontHeight = getFont(currentFontIndex)->GetHeight();
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maxHeight = Math::Max(maxHeight, static_cast<float>(fontHeight));
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auto fontDescender = getFont(currentFontIndex)->GetDescender();
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for (int32 renderIndex = startIndex; renderIndex <= currentIndex; renderIndex++)
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{
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// Get character entry
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getFont(currentFontIndex)->GetCharacter(text[renderIndex], entry);
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// Check if need to select/change font atlas (since characters even in the same font may be located in different atlases)
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if (fontAtlas == nullptr || entry.TextureIndex != fontAtlasIndex)
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{
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// Get texture atlas that contains current character
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fontAtlasIndex = entry.TextureIndex;
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fontAtlas = FontManager::GetAtlas(fontAtlasIndex);
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if (fontAtlas)
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{
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fontAtlas->EnsureTextureCreated();
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drawCall.AsChar.Tex = fontAtlas->GetTexture();
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invAtlasSize = 1.0f / fontAtlas->GetSize();
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}
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else
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{
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drawCall.AsChar.Tex = nullptr;
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invAtlasSize = 1.0f;
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}
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}
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// Check if character is a whitespace
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const bool isWhitespace = StringUtils::IsWhitespace(text[renderIndex]);
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// Get kerning
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if (!isWhitespace && previous.IsValid)
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{
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kerning = getFont(currentFontIndex)->GetKerning(previous.Character, entry.Character);
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}
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else
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{
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kerning = 0;
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}
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pointer.X += kerning * scale;
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previous = entry;
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// Omit whitespace characters
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if (!isWhitespace)
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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 + (fontHeight + fontDescender - entry.OffsetY) * scale;
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Rectangle charRect(x, y + (maxAscenders[lineIndex] - getFont(currentFontIndex)->GetAscender()) / 2, entry.UVSize.X * scale, entry.UVSize.Y * scale);
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Float2 upperLeftUV = entry.UV * invAtlasSize;
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Float2 rightBottomUV = (entry.UV + entry.UVSize) * invAtlasSize;
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// Add draw call
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drawCall.StartIB = IBIndex;
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drawCall.CountIB = 6;
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DrawCalls.Add(drawCall);
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WriteRect(charRect, color, upperLeftUV, rightBottomUV);
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}
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// Move
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pointer.X += entry.AdvanceX * scale;
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}
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if (moveLine) {
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pointer.X = location.X;
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pointer.Y += maxHeight * scale;
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// Clear max height
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maxHeight = 0;
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lineIndex++;
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}
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// Start new block
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startIndex = nextCharIndex;
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currentFontIndex = nextFontIndex;
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}
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}
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}
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void Render2D::DrawTextInternal(Font* font, FontFallbackList* fallbacks, const StringView& text, const TextRange& textRange, const Color& color, const Float2& location, MaterialBase* customMaterial)
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{
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DrawTextInternal(font, fallbacks, textRange.Substring(text), color, location, customMaterial);
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}
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void Render2D::DrawTextInternal(Font* font, FontFallbackList* fallbacks, const StringView& text, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
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{
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RENDER2D_CHECK_RENDERING_STATE;
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// Check if there is no need to do anything
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if (font == nullptr || text.IsEmpty() || layout.Scale <= ZeroTolerance)
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return;
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// Temporary data
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const Array<Font*>& fallbackFonts = fallbacks->GetFontList(font->GetSize());
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uint32 fontAtlasIndex = 0;
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FontTextureAtlas* fontAtlas = nullptr;
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Float2 invAtlasSize = Float2::One;
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FontCharacterEntry previous;
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int32 kerning;
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float scale = layout.Scale / FontManager::FontScale;
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// Process text to get lines
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BlockedTextLines.Clear();
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font->ProcessText(fallbacks, text, BlockedTextLines, layout);
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// Render all lines
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FontCharacterEntry entry;
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Render2DDrawCall drawCall;
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if (customMaterial)
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{
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drawCall.Type = DrawCallType::DrawCharMaterial;
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drawCall.AsChar.Mat = customMaterial;
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}
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else
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{
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drawCall.Type = DrawCallType::DrawChar;
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drawCall.AsChar.Mat = nullptr;
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}
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auto getFont = [&](int32 index)->Font* {
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return index >= 0 ? fallbackFonts[index] : font;
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};
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for (int32 lineIndex = 0; lineIndex < BlockedTextLines.Count(); lineIndex++)
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{
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const BlockedTextLineCache& line = BlockedTextLines[lineIndex];
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for (int32 blockIndex = 0; blockIndex < line.Blocks.Count(); blockIndex++)
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{
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const FontBlockCache& block = BlockedTextLines[lineIndex].Blocks[blockIndex];
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auto fontHeight = getFont(block.FallbackFontIndex)->GetHeight();
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auto fontDescender = getFont(block.FallbackFontIndex)->GetDescender();
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Float2 pointer = line.Location + block.Location;
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for (int32 charIndex = block.FirstCharIndex; charIndex <= block.LastCharIndex; charIndex++)
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{
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Char c = text[charIndex];
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if (c == '\n')
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{
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continue;
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}
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// Get character entry
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getFont(block.FallbackFontIndex)->GetCharacter(c, entry);
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// Check if need to select/change font atlas (since characters even in the same font may be located in different atlases)
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if (fontAtlas == nullptr || entry.TextureIndex != fontAtlasIndex)
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{
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// Get texture atlas that contains current character
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fontAtlasIndex = entry.TextureIndex;
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fontAtlas = FontManager::GetAtlas(fontAtlasIndex);
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if (fontAtlas)
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{
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fontAtlas->EnsureTextureCreated();
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invAtlasSize = 1.0f / fontAtlas->GetSize();
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drawCall.AsChar.Tex = fontAtlas->GetTexture();
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}
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else
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{
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invAtlasSize = 1.0f;
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drawCall.AsChar.Tex = nullptr;
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}
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}
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// Get kerning
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const bool isWhitespace = StringUtils::IsWhitespace(c);
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if (!isWhitespace && previous.IsValid)
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{
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kerning = getFont(block.FallbackFontIndex)->GetKerning(previous.Character, entry.Character);
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}
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else
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{
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kerning = 0;
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}
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pointer.X += (float)kerning * scale;
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previous = entry;
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// Omit whitespace characters
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if (!isWhitespace)
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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 + Math::Ceil((fontHeight + fontDescender) * scale);
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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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// Add draw call
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drawCall.StartIB = IBIndex;
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drawCall.CountIB = 6;
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DrawCalls.Add(drawCall);
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WriteRect(charRect, color, upperLeftUV, rightBottomUV);
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}
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// Move
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pointer.X += entry.AdvanceX * scale;
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}
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}
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}
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}
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|
||||
void Render2D::DrawTextInternal(Font* font, FontFallbackList* fallbacks, const StringView& text, const TextRange& textRange, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
|
||||
{
|
||||
DrawTextInternal(font, fallbacks, textRange.Substring(text), color, layout, customMaterial);
|
||||
DrawText(font, textRange.Substring(text), color, layout, customMaterial);
|
||||
}
|
||||
|
||||
FORCE_INLINE bool NeedAlphaWithTint(const Color& color)
|
||||
@@ -2181,22 +1875,22 @@ void Render2D::DrawBezier(const Float2& p1, const Float2& p2, const Float2& p3,
|
||||
{
|
||||
RENDER2D_CHECK_RENDERING_STATE;
|
||||
|
||||
// Find amount of blocks to use
|
||||
// Find amount of segments to use
|
||||
const Float2 d1 = p2 - p1;
|
||||
const Float2 d2 = p3 - p2;
|
||||
const Float2 d3 = p4 - p3;
|
||||
const float len = d1.Length() + d2.Length() + d3.Length();
|
||||
const int32 blockCount = Math::Clamp(Math::CeilToInt(len * 0.05f), 1, 100);
|
||||
const float blockCountInv = 1.0f / blockCount;
|
||||
const int32 segmentCount = Math::Clamp(Math::CeilToInt(len * 0.05f), 1, 100);
|
||||
const float segmentCountInv = 1.0f / segmentCount;
|
||||
|
||||
// Draw blocked curve
|
||||
// Draw segmented curve
|
||||
Float2 p;
|
||||
AnimationUtils::Bezier(p1, p2, p3, p4, 0, p);
|
||||
Lines2.Clear();
|
||||
Lines2.Add(p);
|
||||
for (int32 i = 1; i <= blockCount; i++)
|
||||
for (int32 i = 1; i <= segmentCount; i++)
|
||||
{
|
||||
const float t = i * blockCountInv;
|
||||
const float t = i * segmentCountInv;
|
||||
AnimationUtils::Bezier(p1, p2, p3, p4, t, p);
|
||||
Lines2.Add(p);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user