0ad/source/graphics/TextRenderer.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

337 lines
9 KiB
C++
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/* 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());
}