Fix a bunch of rendering bugs
This commit is contained in:
@@ -3,6 +3,7 @@
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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 "MultiFont.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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@@ -194,6 +195,7 @@ 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<MultiFontLineCache> MultiFontLines;
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Array<Float2> Lines2;
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bool IsScissorsRectEmpty;
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bool IsScissorsRectEnabled;
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@@ -1384,6 +1386,9 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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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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@@ -1398,48 +1403,70 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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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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for (int32 currentIndex = 0; currentIndex < text.Length(); currentIndex++)
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{
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if (text[currentIndex] != '\n') {
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int32 fontIndex = Font::GetCharFontIndex(fonts, text[currentIndex], 0);
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maxAscenders[lineIndex] = Math::Max(maxAscenders[lineIndex], static_cast<float>(fonts[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 segments, according to the font used to render
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Float2 pointer = location;
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// The starting index of the current segment
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int32 startIndex = 0;
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// The index of the font used by the current segment
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int32 segmentFontIndex = 0;
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int32 currentFontIndex = Font::GetCharFontIndex(fonts, text[0], 0);
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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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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 = currentIndex < text.Length() ? text[currentIndex] : 0;
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const Char currentChar = text[currentIndex];
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int32 nextCharIndex = currentIndex + 1;
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bool moveSegment = false;
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bool moveLine = false;
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int32 nextFontIndex = currentFontIndex;
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// Submit segment if text ends
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if (nextCharIndex == text.Length()) {
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moveSegment = 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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int32 fontIndex = 0;
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if (currentIndex < text.Length()) {
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while (fontIndex < fonts.Count() && !fonts[fontIndex]->ContainsChar(currentChar))
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{
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fontIndex++;
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}
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// If no font can match the char, then use the segment font
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if (fontIndex == fonts.Count()) {
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fontIndex = segmentFontIndex;
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}
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// Do nothing if the char still belongs to the current segment
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if (fontIndex == segmentFontIndex) {
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continue;
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}
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// Get character entry
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if (nextCharIndex < text.Length()) {
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nextFontIndex = Font::GetCharFontIndex(fonts, text[nextCharIndex], currentFontIndex);
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}
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if (nextFontIndex != currentFontIndex) {
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moveSegment = 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 = moveSegment = true;
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}
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if (moveSegment) {
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// Render the pending segment before beginning the new segment
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renderText:auto fontHeight = fonts[segmentFontIndex]->GetHeight();
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auto fontHeight = fonts[currentFontIndex]->GetHeight();
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maxHeight = Math::Max(maxHeight, static_cast<float>(fontHeight));
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auto fontDescender = fonts[segmentFontIndex]->GetDescender();
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for (int32 renderIndex = startIndex; renderIndex < currentIndex; renderIndex++)
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auto fontDescender = fonts[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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fonts[segmentFontIndex]->GetCharacter(text[renderIndex], entry);
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fonts[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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@@ -1466,7 +1493,7 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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// Get kerning
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if (!isWhitespace && previous.IsValid)
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{
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kerning = fonts[segmentFontIndex]->GetKerning(previous.Character, entry.Character);
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kerning = fonts[currentFontIndex]->GetKerning(previous.Character, entry.Character);
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}
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else
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{
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@@ -1482,7 +1509,7 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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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, entry.UVSize.X * scale, entry.UVSize.Y * scale);
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Rectangle charRect(x, y + (maxAscenders[lineIndex] - fonts[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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@@ -1498,22 +1525,17 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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pointer.X += entry.AdvanceX * scale;
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}
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// Start new segment
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startIndex = currentIndex;
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segmentFontIndex = fontIndex;
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if (currentIndex == text.Length() - 1) {
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currentIndex++;
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goto renderText;
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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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}
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else
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{
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// Move
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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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// Start new segment
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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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@@ -1540,8 +1562,8 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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float scale = layout.Scale / FontManager::FontScale;
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// Process text to get lines
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Lines.Clear();
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Font::ProcessText(fonts, text, Lines, layout);
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MultiFontLines.Clear();
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Font::ProcessText(fonts, text, MultiFontLines, layout);
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// Render all lines
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FontCharacterEntry entry;
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@@ -1557,119 +1579,81 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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drawCall.AsChar.Mat = nullptr;
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}
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for (int32 lineIndex = 0; lineIndex < Lines.Count(); lineIndex++)
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for (int32 lineIndex = 0; lineIndex < MultiFontLines.Count(); lineIndex++)
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{
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const FontLineCache& line = Lines[lineIndex];
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// The following code cut the text into segments, according to the font used to render
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Float2 pointer = line.Location;
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// The starting index of the current segment
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int32 startIndex = line.FirstCharIndex;
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// The index of the font used by the current segment
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int32 segmentFontIndex = 0;
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// The maximum font height of the current line
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float maxHeight = 0;
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// Partition and render all characters from the line
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for (int32 charIndex = line.FirstCharIndex; charIndex <= line.LastCharIndex + 1; charIndex++)
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const MultiFontLineCache& line = MultiFontLines[lineIndex];
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for (int32 segmentIndex = 0; segmentIndex < line.Segments.Count(); segmentIndex++)
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{
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const Char c = charIndex <= line.LastCharIndex ? text[charIndex] : 0;
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const MultiFontSegmentCache& segment = MultiFontLines[lineIndex].Segments[segmentIndex];
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auto fontHeight = fonts[segment.FontIndex]->GetHeight();
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auto fontDescender = fonts[segment.FontIndex]->GetDescender();
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Float2 pointer = line.Location + segment.Location;
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if (c != '\n')
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for (int32 charIndex = segment.FirstCharIndex; charIndex <= segment.LastCharIndex; charIndex++)
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{
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int32 fontIndex = 0;
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if (charIndex <= line.LastCharIndex) {
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while (fontIndex < fonts.Count() && !fonts[fontIndex]->ContainsChar(c))
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{
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fontIndex++;
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}
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// If no font can match the char, then use the segment font
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if (fontIndex == fonts.Count()) {
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fontIndex = segmentFontIndex;
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}
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// Do nothing if the char still belongs to the current segment
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if (fontIndex == segmentFontIndex) {
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continue;
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}
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}
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// Render the pending segment before beginning the new segment
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auto fontHeight = fonts[segmentFontIndex]->GetHeight();
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maxHeight = Math::Max(maxHeight, static_cast<float>(fontHeight));
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auto fontDescender = fonts[segmentFontIndex]->GetDescender();
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const Char* pred = L"Type";
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if (text.Substring(0, Math::Min(4, text.Length())) == pred) {
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// __debugbreak();
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}
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for (int32 renderIndex = startIndex; renderIndex < charIndex; renderIndex++)
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Char c = text[charIndex];
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if (c == '\n')
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{
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// Get character entry
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fonts[segmentFontIndex]->GetCharacter(text[renderIndex], entry);
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continue;
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}
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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 character entry
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fonts[segment.FontIndex]->GetCharacter(c, entry);
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// Get kerning
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const bool isWhitespace = StringUtils::IsWhitespace(text[renderIndex]);
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if (!isWhitespace && previous.IsValid)
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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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kerning = fonts[segmentFontIndex]->GetKerning(previous.Character, entry.Character);
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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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kerning = 0;
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invAtlasSize = 1.0f;
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drawCall.AsChar.Tex = nullptr;
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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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// Start new segment
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startIndex = charIndex;
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segmentFontIndex = fontIndex;
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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 = fonts[segment.FontIndex]->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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