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forked from 0ad/0ad
0ad/source/graphics/TextRenderer.cpp

338 lines
9.0 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "TextRenderer.h"
#include "graphics/Font.h"
#include "graphics/FontManager.h"
#include "graphics/ShaderProgram.h"
#include "graphics/TextureManager.h"
#include "maths/Matrix3D.h"
#include "ps/CStrIntern.h"
#include "ps/CStrInternStatic.h"
#include "renderer/Renderer.h"
#include <errno.h>
namespace
{
// We can't draw chars more than vertices, currently we use 4 vertices per char.
constexpr size_t MAX_CHAR_COUNT_PER_BATCH = 65536 / 4;
} // anonymous namespace
CTextRenderer::CTextRenderer()
{
ResetTranslate();
SetCurrentColor(CColor(1.0f, 1.0f, 1.0f, 1.0f));
SetCurrentFont(str_sans_10);
}
void CTextRenderer::ResetTranslate(const CVector2D& translate)
{
m_Translate = translate;
m_Dirty = true;
}
void CTextRenderer::Translate(float x, float y)
{
m_Translate += CVector2D{x, y};
m_Dirty = true;
}
void CTextRenderer::SetClippingRect(const CRect& rect)
{
m_Clipping = rect;
}
void CTextRenderer::SetCurrentColor(const CColor& color)
{
if (m_Color != color)
{
m_Color = color;
m_Dirty = true;
}
}
void CTextRenderer::SetCurrentFont(CStrIntern font)
{
if (font != m_FontName)
{
m_FontName = font;
m_Font = g_Renderer.GetFontManager().LoadFont(font);
m_Dirty = true;
}
}
void CTextRenderer::PrintfAdvance(const wchar_t* fmt, ...)
{
wchar_t buf[1024] = {0};
va_list args;
va_start(args, fmt);
int ret = vswprintf(buf, ARRAY_SIZE(buf)-1, fmt, args);
va_end(args);
if (ret < 0)
debug_printf("CTextRenderer::Printf vswprintf failed (buffer size exceeded?) - return value %d, errno %d\n", ret, errno);
PutAdvance(buf);
}
void CTextRenderer::PrintfAt(float x, float y, const wchar_t* fmt, ...)
{
wchar_t buf[1024] = {0};
va_list args;
va_start(args, fmt);
int ret = vswprintf(buf, ARRAY_SIZE(buf)-1, fmt, args);
va_end(args);
if (ret < 0)
debug_printf("CTextRenderer::PrintfAt vswprintf failed (buffer size exceeded?) - return value %d, errno %d\n", ret, errno);
Put(x, y, buf);
}
void CTextRenderer::PutAdvance(const wchar_t* buf)
{
Put(0.0f, 0.0f, buf);
int w, h;
m_Font->CalculateStringSize(buf, w, h);
Translate((float)w, 0.0f);
}
void CTextRenderer::Put(float x, float y, const wchar_t* buf)
{
if (buf[0] == 0)
return; // empty string; don't bother storing
PutString(x, y, new std::wstring(buf), true);
}
void CTextRenderer::Put(float x, float y, const char* buf)
{
if (buf[0] == 0)
return; // empty string; don't bother storing
PutString(x, y, new std::wstring(wstring_from_utf8(buf)), true);
}
void CTextRenderer::Put(float x, float y, const std::wstring* buf)
{
if (buf->empty())
return; // empty string; don't bother storing
PutString(x, y, buf, false);
}
void CTextRenderer::PutString(float x, float y, const std::wstring* buf, bool owned)
{
if (!m_Font)
return; // invalid font; can't render
if (m_Clipping != CRect())
{
float x0, y0, x1, y1;
m_Font->GetGlyphBounds(x0, y0, x1, y1);
if (y + y1 < m_Clipping.top)
return;
if (y + y0 > m_Clipping.bottom)
return;
}
// If any state has changed since the last batch, start a new batch
if (m_Dirty)
{
SBatch batch;
batch.chars = 0;
batch.translate = m_Translate;
batch.color = m_Color;
batch.font = m_Font;
m_Batches.push_back(batch);
m_Dirty = false;
}
// Push a new run onto the latest batch
SBatchRun run;
run.x = x;
run.y = y;
m_Batches.back().runs.push_back(run);
m_Batches.back().runs.back().text = buf;
m_Batches.back().runs.back().owned = owned;
m_Batches.back().chars += buf->size();
}
struct SBatchCompare
{
bool operator()(const CTextRenderer::SBatch& a, const CTextRenderer::SBatch& b)
{
if (a.font != b.font)
return a.font < b.font;
// TODO: is it worth sorting by color/translate too?
return false;
}
};
void CTextRenderer::Render(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader,
const CVector2D& transformScale, const CVector2D& translation)
{
std::vector<u16> indices;
std::vector<CVector2D> positions;
std::vector<CVector2D> uvs;
// Try to merge non-consecutive batches that share the same font/color/translate:
// sort the batch list by font, then merge the runs of adjacent compatible batches
m_Batches.sort(SBatchCompare());
for (std::list<SBatch>::iterator it = m_Batches.begin(); it != m_Batches.end(); )
{
std::list<SBatch>::iterator next = std::next(it);
if (next != m_Batches.end() && it->chars + next->chars <= MAX_CHAR_COUNT_PER_BATCH && it->font == next->font && it->color == next->color && it->translate == next->translate)
{
it->chars += next->chars;
it->runs.splice(it->runs.end(), next->runs);
m_Batches.erase(next);
}
else
++it;
}
const int32_t texBindingSlot = shader->GetBindingSlot(str_tex);
const int32_t translationBindingSlot = shader->GetBindingSlot(str_translation);
const int32_t colorAddBindingSlot = shader->GetBindingSlot(str_colorAdd);
const int32_t colorMulBindingSlot = shader->GetBindingSlot(str_colorMul);
bool translationChanged = false;
CTexture* lastTexture = nullptr;
for (std::list<SBatch>::iterator it = m_Batches.begin(); it != m_Batches.end(); ++it)
{
SBatch& batch = *it;
const CFont::GlyphMap& glyphs = batch.font->GetGlyphs();
if (lastTexture != batch.font->GetTexture().get())
{
lastTexture = batch.font->GetTexture().get();
lastTexture->UploadBackendTextureIfNeeded(deviceCommandContext);
deviceCommandContext->SetTexture(texBindingSlot, lastTexture->GetBackendTexture());
}
if (batch.translate.X != 0.0f || batch.translate.Y != 0.0f)
{
const CVector2D localTranslation =
translation + CVector2D(batch.translate.X * transformScale.X, batch.translate.Y * transformScale.Y);
deviceCommandContext->SetUniform(translationBindingSlot, localTranslation.AsFloatArray());
translationChanged = true;
}
// ALPHA-only textures will have .rgb sampled as 0, so we need to
// replace it with white (but not affect RGBA textures)
if (batch.font->HasRGB())
deviceCommandContext->SetUniform(colorAddBindingSlot, 0.0f, 0.0f, 0.0f, 0.0f);
else
deviceCommandContext->SetUniform(colorAddBindingSlot, batch.color.r, batch.color.g, batch.color.b, 0.0f);
deviceCommandContext->SetUniform(colorMulBindingSlot, batch.color.AsFloatArray());
positions.resize(std::min(MAX_CHAR_COUNT_PER_BATCH, batch.chars) * 4);
uvs.resize(std::min(MAX_CHAR_COUNT_PER_BATCH, batch.chars) * 4);
indices.resize(std::min(MAX_CHAR_COUNT_PER_BATCH, batch.chars) * 6);
size_t idx = 0;
auto flush = [deviceCommandContext, &idx, &positions, &uvs, &indices]() -> void
{
if (idx == 0)
return;
deviceCommandContext->SetVertexBufferData(
0, positions.data(), positions.size() * sizeof(positions[0]));
deviceCommandContext->SetVertexBufferData(
1, uvs.data(), uvs.size() * sizeof(uvs[0]));
deviceCommandContext->SetIndexBufferData(
indices.data(), indices.size() * sizeof(indices[0]));
deviceCommandContext->DrawIndexed(0, idx * 6, 0);
idx = 0;
};
for (std::list<SBatchRun>::iterator runit = batch.runs.begin(); runit != batch.runs.end(); ++runit)
{
SBatchRun& run = *runit;
i16 x = run.x;
i16 y = run.y;
for (size_t i = 0; i < run.text->size(); ++i)
{
const CFont::GlyphData* g = glyphs.get((*run.text)[i]);
if (!g)
g = glyphs.get(0xFFFD); // Use the missing glyph symbol
if (!g) // Missing the missing glyph symbol - give up
continue;
uvs[idx*4].X = g->u1;
uvs[idx*4].Y = g->v0;
positions[idx*4].X = g->x1 + x;
positions[idx*4].Y = g->y0 + y;
uvs[idx*4+1].X = g->u0;
uvs[idx*4+1].Y = g->v0;
positions[idx*4+1].X = g->x0 + x;
positions[idx*4+1].Y = g->y0 + y;
uvs[idx*4+2].X = g->u0;
uvs[idx*4+2].Y = g->v1;
positions[idx*4+2].X = g->x0 + x;
positions[idx*4+2].Y = g->y1 + y;
uvs[idx*4+3].X = g->u1;
uvs[idx*4+3].Y = g->v1;
positions[idx*4+3].X = g->x1 + x;
positions[idx*4+3].Y = g->y1 + y;
indices[idx*6+0] = static_cast<u16>(idx*4+0);
indices[idx*6+1] = static_cast<u16>(idx*4+1);
indices[idx*6+2] = static_cast<u16>(idx*4+2);
indices[idx*6+3] = static_cast<u16>(idx*4+2);
indices[idx*6+4] = static_cast<u16>(idx*4+3);
indices[idx*6+5] = static_cast<u16>(idx*4+0);
x += g->xadvance;
++idx;
if (idx == MAX_CHAR_COUNT_PER_BATCH)
flush();
}
}
flush();
}
m_Batches.clear();
if (translationChanged)
deviceCommandContext->SetUniform(translationBindingSlot, translation.AsFloatArray());
}