Reimplemented Renderer2D

- Renderer2D now static
- Renderer now calls Init and Deinit of Renderer2D
- Renderer2D  now calls Init and Deinit of FontRenderer
- Fixed Deinit order of Layers and renderer (e.g. Layers now deinit first)
- Sandbox2D now uses SandboxApp (only loads different layer)
This commit is contained in:
Simon Lübeß
2021-09-29 23:27:41 +02:00
parent 9a9d75afbc
commit 4dc6c916ae
14 changed files with 568 additions and 360 deletions
+5 -2
View File
@@ -16,11 +16,11 @@ namespace GlitchyEngine
private bool _running = true;
private bool _isMinimized = false;
private LayerStack _layerStack = new LayerStack() ~ delete _;
private LayerStack _layerStack = new LayerStack();
private ImGuiLayer _imGuiLayer;
private GameTime _gameTime = new GameTime(true) ~ delete _;
private GameTime _gameTime = new GameTime(true);
public bool IsRunning => _running;
public Window Window => _window;
@@ -57,7 +57,10 @@ namespace GlitchyEngine
public ~this()
{
delete _layerStack;
SamplerStateManager.Uninit();
Renderer.Deinit();
delete _gameTime;
}
public void OnEvent(Event e)
@@ -113,6 +113,12 @@ namespace GlitchyEngine.Renderer
*(T*)firstByte = value;
}
[Inline]
private T GetData<T>()
{
return *(T*)firstByte;
}
public void SetData(bool value) => SetData<bool>(value);
public void SetData(float value) => SetData<float>(value);
+7 -1
View File
@@ -15,7 +15,7 @@ namespace GlitchyEngine.Renderer
public Matrix Transform;
}
static GraphicsContext _context ~ _?.ReleaseRef();
static internal GraphicsContext _context ~ _?.ReleaseRef();
//static Buffer<SceneConstants> _sceneConstants ~ _?.ReleaseRef();
@@ -39,10 +39,16 @@ namespace GlitchyEngine.Renderer
*/
RenderCommand.Init();
Renderer2D.Init();
InitLineRenderer(effectLibrary);
}
public static void Deinit()
{
Renderer2D.Deinit();
}
static void InitLineRenderer(EffectLibrary effectLibrary)
{
LineEffect = effectLibrary.Load("content\\Shaders\\lineShader.hlsl");
+310 -201
View File
@@ -2,13 +2,61 @@ using GlitchyEngine.Math;
using System.Collections;
using System;
using System.Diagnostics;
using GlitchyEngine.Renderer.Text;
namespace GlitchyEngine.Renderer
{
using internal GlitchyEngine.Renderer;
public class Renderer2D
public static class Renderer2D
{
[CRepr]
struct QuadVertex : IVertexData
{
public Vector2 Position;
public Vector2 Texcoord;
public this(Vector2 position, Vector2 texcoord)
{
Position = position;
Texcoord = texcoord;
}
public this(float x, float y, float texX, float texY)
{
Position = .(x, y);
Texcoord = .(texX, texY);
}
public static VertexElement[] VertexElements ~ delete _;
public static VertexElement[] IVertexData.VertexElements => VertexElements;
static this()
{
VertexElements = new VertexElement[]
(
VertexElement(.R32G32_Float, "POSITION"),
VertexElement(.R32G32_Float, "TEXCOORD"),
);
}
}
[CRepr]
struct BatchVertex
{
public Matrix Transform;
public ColorRGBA Color;
public Vector4 UVTransform;
public this(Matrix transform, ColorRGBA color, Vector4 uvTransform)
{
Transform = transform;
Color = color;
UVTransform = uvTransform;
}
}
enum DrawOrder
{
/// Immediately draw the sprites.
@@ -30,96 +78,55 @@ namespace GlitchyEngine.Renderer
FrontToBack
}
struct RenderVertex : IVertexData
struct QueueQuad: this(Matrix Transform, ColorRGBA Color, Texture2D Texture, float Depth, Vector4 uvTransform) { }
#if DEBUG
private static bool s_initialized;
private static bool s_sceneRunning;
#endif
private static Effect s_textureColorEffect;
private static Effect s_batchEffect;
private static GeometryBinding s_quadGeometry;
private static Texture2D s_whiteTexture;
private static GeometryBinding s_batchBinding;
private static VertexBuffer s_instanceBuffer;
private static BatchVertex[] s_rawInstances;
private static uint32 s_setInstances;
private static List<QueueQuad> s_instanceQueue;
private static DrawOrder s_drawOrder;
/// The effect that is currently used to draw the sprites.
private static Effect s_currentEffect;
private static void InitEffect()
{
public Vector2 Position;
public this(Vector2 position)
{
Position = position;
}
public this(float x, float y)
{
Position = .(x, y);
}
public static VertexElement[] VertexElements ~ delete _;
public static VertexElement[] IVertexData.VertexElements => VertexElements;
static this()
{
VertexElements = new VertexElement[]
(
VertexElement(.R32G32_Float, "POSITION")
);
}
s_textureColorEffect = new Effect(Renderer._context, "content\\Shaders\\textureColor.hlsl");
s_batchEffect = new Effect(Renderer._context, "content\\Shaders\\spritebatch.hlsl");
}
[Ordered]
struct BatchVertex
private static void InitGeometry()
{
public Matrix Transform;
public Color Color;
public Vector4 UVTransform;
VertexLayout layout = new VertexLayout(Renderer._context, QuadVertex.VertexElements, false, s_textureColorEffect.VertexShader);
public this(Matrix transform, Color color, Vector4 uvTransform)
{
Transform = transform;
Color = color;
UVTransform = uvTransform;
}
}
VertexBuffer quadVertices = new VertexBuffer(Renderer._context, typeof(QuadVertex), 4, .Immutable);
private GraphicsContext _context ~ _?.ReleaseRef();
private Vector2 _virtualResolution;
private Effect quadEffect ~ _?.ReleaseRef();
private GeometryBinding quadBinding ~ _?.ReleaseRef();
private Effect instancingEffect ~ _?.ReleaseRef();
private GeometryBinding instancingBinding ~ _?.ReleaseRef();
private VertexBuffer instanceBuffer ~ _?.ReleaseRef();
private Texture2D whiteTexture ~ _.ReleaseRef();
private BatchVertex[] _rawInstances = new BatchVertex[1024] ~ delete _;
private uint32 _setInstances = 0;
Matrix _projection;
DrawOrder _drawOrder;
/// The effect that is currently being used to draw the sprites.
private Effect _currentEffect ~ _?.ReleaseRef();
public this(GraphicsContext context, EffectLibrary effectLibrary)
{
_context = context..AddRef();
Init(effectLibrary);
InitInstancing(effectLibrary);
}
void Init(EffectLibrary effectLibrary)
{
quadEffect = effectLibrary.Load("content\\Shaders\\render2dShader.hlsl", "Renderer2D");
VertexLayout layout = new VertexLayout(_context, RenderVertex.VertexElements, false, quadEffect.VertexShader);
VertexBuffer quadVertices = new VertexBuffer(_context, typeof(RenderVertex), 4, .Immutable);
RenderVertex[4] vertices = .(
.(0, 0),
.(0, 1),
.(1, 1),
.(1, 0)
QuadVertex[4] vertices = .(
.(-0.5f,-0.5f, 0, 1),
.(-0.5f, 0.5f, 0, 0),
.( 0.5f, 0.5f, 1, 0),
.( 0.5f,-0.5f, 1, 1)
);
quadVertices.SetData(vertices);
IndexBuffer quadIndices = new IndexBuffer(_context, 6, .Immutable);
IndexBuffer quadIndices = new IndexBuffer(Renderer._context, 6, .Immutable);
uint16[6] indices = .(
0, 1, 2,
@@ -128,194 +135,227 @@ namespace GlitchyEngine.Renderer
quadIndices.SetData(indices);
quadBinding = new GeometryBinding(_context);
quadBinding.SetVertexLayout(layout..ReleaseRefNoDelete());
quadBinding.SetPrimitiveTopology(.TriangleList);
quadBinding.SetVertexBufferSlot(quadVertices, 0);
quadBinding.SetIndexBuffer(quadIndices);
s_quadGeometry = new GeometryBinding(Renderer._context);
s_quadGeometry.SetVertexLayout(layout..ReleaseRefNoDelete());
s_quadGeometry.SetPrimitiveTopology(.TriangleList);
s_quadGeometry.SetVertexBufferSlot(quadVertices, 0);
s_quadGeometry.SetIndexBuffer(quadIndices);
quadVertices.ReleaseRef();
quadIndices.ReleaseRef();
Texture2DDesc tex2Ddesc;
tex2Ddesc.Format = .R8G8B8A8_UNorm;
tex2Ddesc.Width = 1;
tex2Ddesc.Height = 1;
tex2Ddesc.MipLevels = 1;
tex2Ddesc.ArraySize = 1;
tex2Ddesc.Usage = .Immutable;
tex2Ddesc.CpuAccess = .None;
whiteTexture = new Texture2D(_context, tex2Ddesc);
Color color = .White;
whiteTexture.SetData(&color);
SamplerState sampler = SamplerStateManager.GetSampler(SamplerStateDescription());
whiteTexture.SamplerState = sampler;
sampler..ReleaseRef();
}
void InitInstancing(EffectLibrary effectLibrary)
private static void InitInstancingGeometry()
{
instancingEffect = effectLibrary.Load("content\\Shaders\\render2dShaderInst.hlsl", "Renderer2DInstancing");
instanceBuffer = new VertexBuffer(_context, typeof(BatchVertex), 1024, .Dynamic, .Write);
instanceBuffer.SetData(0);
s_instanceBuffer = new VertexBuffer(Renderer._context, typeof(BatchVertex), 1024, .Dynamic, .Write);
s_instanceBuffer.SetData(0);
VertexElement[] vertexElements = new .(
VertexElement(.R32G32_Float, "POSITION", false, 0, 0, 0, .PerVertexData, 0),
VertexElement(.R32G32_Float, "TEXCOORD", false, 0, 0, (.)-1, .PerVertexData, 0),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 0, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 1, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 2, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 3, 1, (.)-1, .PerInstanceData, 1),
VertexElement( .R8G8B8A8_UNorm, "COLOR", false, 0, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TEXCOORD", false, 0, 1, (.)-1, .PerInstanceData, 1)
VertexElement(.R32G32B32A32_Float, "COLOR", false, 0, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TEXCOORD", false, 1, 1, (.)-1, .PerInstanceData, 1)
);
VertexLayout instancingLayout = new VertexLayout(_context, vertexElements, true, instancingEffect.VertexShader);
VertexLayout batchLayout = new VertexLayout(Renderer._context, vertexElements, true, s_batchEffect.VertexShader);
instancingBinding = new GeometryBinding(_context);
instancingBinding.SetVertexLayout(instancingLayout..ReleaseRefNoDelete());
instancingBinding.SetPrimitiveTopology(.TriangleList);
instancingBinding.SetVertexBufferSlot(quadBinding.GetVertexBuffer(0), 0);
instancingBinding.SetVertexBufferSlot(instanceBuffer, 1);
instancingBinding.SetIndexBuffer(quadBinding.GetIndexBuffer(), 0);
s_batchBinding = new GeometryBinding(Renderer._context);
s_batchBinding.SetVertexLayout(batchLayout..ReleaseRefNoDelete());
s_batchBinding.SetPrimitiveTopology(.TriangleList);
s_batchBinding.SetVertexBufferSlot(s_quadGeometry.GetVertexBuffer(0), 0);
s_batchBinding.SetIndexBuffer(s_quadGeometry.GetIndexBuffer(), 0);
s_batchBinding.SetVertexBufferSlot(s_instanceBuffer, 1);
s_rawInstances = new BatchVertex[1024];
s_setInstances = 0;
s_instanceQueue = new List<QueueQuad>(1024);
}
/**
* Initializes the renderer.
* @param drawOrder Determines if and how the sprites will be ordered before rendering.
* @param virtualResolution The virtual resolution used for rendering.
* Can be used to draw resolution independent stuff. // TODO: find a better explanation
*/ // TODO: RenderMode (Immediate, Deferred)
public void Begin(DrawOrder drawOrder = .SortByTexture, Vector2 virtualResolution = .Zero, float maxDepth = 100, Effect effect = null)
private static void InitWhitetexture()
{
_drawOrder = drawOrder;
// Create a texture with a single white pixel
Texture2DDesc tex2Ddesc = .{
Format = .R8G8B8A8_UNorm,
Width = 1,
Height = 1,
MipLevels = 1,
ArraySize = 1,
Usage = .Immutable,
CpuAccess = .None
};
s_whiteTexture = new Texture2D(Renderer._context, tex2Ddesc);
_virtualResolution = virtualResolution;
Color color = .White;
s_whiteTexture.SetData(&color);
if(virtualResolution == .Zero)
{
_virtualResolution = .(_context.SwapChain.BackbufferViewport.Width, _context.SwapChain.BackbufferViewport.Height);
}
// Create the default sampler for the white texture
SamplerState sampler = SamplerStateManager.GetSampler(SamplerStateDescription());
s_whiteTexture.SamplerState = sampler;
sampler.ReleaseRef();
}
public static void Init()
{
InitEffect();
InitGeometry();
InitInstancingGeometry();
InitWhitetexture();
FontRenderer.Init();
#if DEBUG
s_initialized = true;
#endif
}
public static void Deinit()
{
Log.EngineLogger.AssertDebug(s_initialized, "Renderer2D was not initialized.");
FontRenderer.Deinit();
s_textureColorEffect.ReleaseRef();
s_batchEffect.ReleaseRef();
s_quadGeometry.ReleaseRef();
s_whiteTexture.ReleaseRef();
_projection = .(2.0f / _virtualResolution.X, 0, 0, 0,
0, -2.0f / _virtualResolution.Y, 0, 0,
0, 0, 1.0f / maxDepth, 0,
-1, 1, 0, 1);
s_batchBinding.ReleaseRef();
s_instanceBuffer.ReleaseRef();
delete s_rawInstances;
delete s_instanceQueue;
s_currentEffect?.ReleaseRef();
#if DEBUG
s_initialized = false;
#endif
}
public static void BeginScene(OrthographicCamera camera, DrawOrder drawOrder = .SortByTexture, Effect effect = null)
{
Log.EngineLogger.AssertDebug(s_initialized, "Renderer2D was not initialized.");
Log.EngineLogger.AssertDebug(!s_sceneRunning, "You have to call EndScene before you can make another call to BeginScene.");
//s_textureColorEffect.Bind(Renderer._context);
if(effect != null)
{
_currentEffect?.ReleaseRef();
_currentEffect = effect..AddRef();
s_currentEffect?.ReleaseRef();
s_currentEffect = effect..AddRef();
}
else
{
_currentEffect = instancingEffect..AddRef();
s_currentEffect = s_batchEffect..AddRef();
}
s_currentEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
s_textureColorEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
s_drawOrder = drawOrder;
#if DEBUG
s_sceneRunning = true;
#endif
}
struct QueuedQuad: this(Matrix Transform, Color Color, Texture2D Texture, float Depth, Vector4 uvTransform) { }
List<QueuedQuad> _quads = new .(128) ~ delete _;
public void Draw(Texture2D texture, float x, float y, float width, float height, Color color = .White, float depth = 0.0f, Vector4 uvTransform = .(0, 0, 1, 1))
public static void EndScene()
{
Matrix transform = .(width, 0, 0, 0,
0, height, 0, 0,
0, 0, 1, 0,
x, y, depth, 1) * _projection;
Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
if(_drawOrder == .Immediate)
{
/*
texture.Bind();
quadEffect.Variables["World"].SetData(transform);
quadEffect.Variables["Color"].SetData(color);
quadEffect.Variables["HasTexture"].SetData(true);
quadEffect.Bind(_context);
quadBinding.Bind(_context);
RenderCommand.DrawIndexed(quadBinding);
*/
_quads.Add(.(transform, color, texture ?? whiteTexture, depth, uvTransform));
Flush();
#if DEBUG
s_sceneRunning = false;
#endif
}
public static void Flush()
{
Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
if(s_drawOrder != .Immediate)
DrawDeferred();
}
else
{
_quads.Add(.(transform, color, texture ?? whiteTexture, depth, uvTransform));
}
}
public void End()
/// Adds a quad instance to the instance queue.
[Inline]
private static void QueueQuadInstance(Matrix transform, ColorRGBA color, Texture2D texture, float depth, Vector4 uvTransform)
{
if(_drawOrder != .Immediate)
{
DrawDeferred();
}
s_instanceQueue.Add(QueueQuad(transform, color, texture ?? s_whiteTexture, depth, uvTransform));
}
void FlushInstances()
private static void FlushInstances()
{
if(_setInstances == 0)
if(s_setInstances == 0)
return;
instanceBuffer.SetData<BatchVertex>(_rawInstances.Ptr, _setInstances, 0, .WriteDiscard);
s_instanceBuffer.SetData<BatchVertex>(s_rawInstances.Ptr, s_setInstances, 0, .WriteDiscard);
_currentEffect.Bind(_context);
instancingBinding.InstanceCount = _setInstances;
instancingBinding.Bind(_context);
RenderCommand.DrawIndexedInstanced(instancingBinding);
s_currentEffect.Bind(Renderer._context);
s_batchBinding.InstanceCount = s_setInstances;
s_batchBinding.Bind(Renderer._context);
RenderCommand.DrawIndexedInstanced(s_batchBinding);
_setInstances = 0;
s_setInstances = 0;
}
int TextureComparison(QueuedQuad lhs, QueuedQuad rhs)
private static int TextureComparison(QueueQuad lhs, QueueQuad rhs)
{
return (int)Internal.UnsafeCastToPtr(lhs.Texture) - (int)Internal.UnsafeCastToPtr(rhs.Texture);
}
int FrontToBackComparison(QueuedQuad lhs, QueuedQuad rhs)
private static int BackToFrontComparison(QueueQuad lhs, QueueQuad rhs)
{
return rhs.Depth <=> lhs.Depth;
}
int BackToFrontComparison(QueuedQuad lhs, QueuedQuad rhs)
private static int FrontToBackComparison(QueueQuad lhs, QueueQuad rhs)
{
return lhs.Depth <=> rhs.Depth;
}
private void SortQuads()
private static void SortQuads()
{
switch(_drawOrder)
s_instanceQueue.Sort(scope => TextureComparison);
switch(s_drawOrder)
{
case .SortByTexture:
_quads.Sort(scope => TextureComparison);
s_instanceQueue.Sort(scope => TextureComparison);
case .BackToFront:
_quads.Sort(scope => BackToFrontComparison);
s_instanceQueue.Sort(scope => BackToFrontComparison);
case .FrontToBack:
_quads.Sort(scope => FrontToBackComparison);
s_instanceQueue.Sort(scope => FrontToBackComparison);
case .Immediate:
default:
Log.EngineLogger.Error("Unknown instance draw order.");
}
}
private void DrawDeferred()
private static void DrawDeferred()
{
if(_quads.Count == 0)
if(s_instanceQueue.IsEmpty)
return;
SortQuads();
Texture2D texture = _quads[0].Texture;
_currentEffect.SetTexture("Texture", texture);
Texture2D texture = s_instanceQueue[0].Texture;
s_currentEffect.SetTexture("Texture", texture);
_setInstances = 0;
s_setInstances = 0;
for(int i < _quads.Count)
for(int i < s_instanceQueue.Count)
{
var quad = ref _quads[i];
var quad = ref s_instanceQueue[i];
// flush every time the texture changes
if(quad.Texture != texture)
@@ -323,12 +363,12 @@ namespace GlitchyEngine.Renderer
FlushInstances();
texture = quad.Texture;
_currentEffect.SetTexture("Texture", texture);
s_currentEffect.SetTexture("Texture", texture);
}
_rawInstances[_setInstances++] = .(quad.Transform, quad.Color, quad.uvTransform);
s_rawInstances[s_setInstances++] = .(quad.Transform, quad.Color, quad.uvTransform);
if(_setInstances == _rawInstances.Count)
if(s_setInstances == s_rawInstances.Count)
{
FlushInstances();
}
@@ -336,9 +376,78 @@ namespace GlitchyEngine.Renderer
FlushInstances();
_quads.Clear();
s_instanceQueue.Clear();
}
Debug.Assert(_quads.Count == 0);
private static void DrawImmediate(Matrix transform, ColorRGBA color, Texture2D texture, Vector4 uvTransform)
{
s_textureColorEffect.SetTexture("Texture", texture ?? s_whiteTexture);
s_textureColorEffect.Variables["World"].SetData(transform);
s_textureColorEffect.Variables["Color"].SetData(color);
s_textureColorEffect.Variables["UVTransform"].SetData(uvTransform);
s_textureColorEffect.Bind(Renderer._context);
s_quadGeometry.Bind(Renderer._context);
RenderCommand.DrawIndexed(s_quadGeometry);
}
// Primitives
public static void DrawQuad(Vector2 position, Vector2 size, float rotation, ColorRGBA color)
{
DrawQuad(Vector3(position, 0.0f), size, rotation, s_whiteTexture, color);
}
/// Like DrawQuad but the pivot point is the top left corner
public static void DrawQuadPivotCorner(Vector2 position, Vector2 size, float rotation, ColorRGBA color)
{
DrawQuadPivotCorner(Vector3(position, 0.0f), size, rotation, s_whiteTexture, color);
}
public static void DrawQuad(Vector3 position, Vector2 size, float rotation, ColorRGBA color)
{
DrawQuad(position, size, rotation, s_whiteTexture, color);
}
public static void DrawQuadPivotCorner(Vector3 position, Vector2 size, float rotation, ColorRGBA color)
{
DrawQuadPivotCorner(position, size, rotation, s_whiteTexture, color);
}
public static void DrawQuad(Vector2 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
DrawQuad(Vector3(position, 0.0f), size, rotation, texture, color, uvTransform);
}
public static void DrawQuadPivotCorner(Vector2 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
DrawQuadPivotCorner(Vector3(position, 0.0f), size, rotation, texture, color, uvTransform);
}
public static void DrawQuad(Vector3 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
Matrix transform = Matrix.Translation(position) * Matrix.RotationZ(rotation) * Matrix.Scaling(size.X, size.Y, 1.0f);
if(s_drawOrder == .Immediate)
{
//DrawImmediate(transform, color, texture, uvTransform);
QueueQuadInstance(transform, color, texture, position.Z, uvTransform);
DrawDeferred();
//Flush();
}
else
{
QueueQuadInstance(transform, color, texture, position.Z, uvTransform);
}
}
public static void DrawQuadPivotCorner(Vector3 position, Vector2 size, float rotation, Texture2D texture, ColorRGBA color = .White, Vector4 uvTransform = .(0, 0, 1, 1))
{
DrawQuad(position + Vector3(size.X / 2, size.Y / -2, 0), size, rotation, texture, color, uvTransform);
}
}
}
+5 -7
View File
@@ -107,20 +107,21 @@ namespace GlitchyEngine.Renderer.Text
public this(GraphicsContext context, String fontPath, uint32 fontSize, bool hasColor = true, char32 firstChar = '\0', uint32 charCount = 128, int32 faceIndex = 0)
{
// Make sure the fontrenderer is initialized (Font only cares about freetype)
FontRenderer.Init();
_context = context..AddRef();
// Set default sampler
Sampler = null;
FontRenderer.InitLibrary();
_glyphs.Add('\0', new GlyphDescriptor(){Font = this});
_fontSize = fontSize;
_faceIndex = faceIndex;
_hasColor = hasColor;
var res = FreeType.New_Face(FontRenderer.Library, fontPath, faceIndex, &_face);
var res = FreeType.New_Face(FontRenderer.s_Library, fontPath, faceIndex, &_face);
Log.EngineLogger.Assert(res.Success, scope $"New_Face failed({(int)res}): {res}");
res = FreeType.Set_Pixel_Sizes(_face, 0, _fontSize);
@@ -408,11 +409,8 @@ namespace GlitchyEngine.Renderer.Text
desc.TranslationX = translationX;
desc.TranslationY = translationY;
//desc.AdjustToBaseLine = (float)(- height + _range + (_face.glyph.metrics.height / 64 - _face.glyph.metrics.horiBearingY / 64) * _geometryScaler);
//(float)(- height + translationY * _geometryScaler + (_face.glyph.metrics.height / 64 - _face.glyph.metrics.horiBearingY / 64) * _geometryScaler);
desc.AdjustToBaseLine = (float)(-height + translationY * _geometryScaler);
desc.AdjustToBaseLine = (float)(-translationY * _geometryScaler);
//desc.AdjustToPen = (float)(- _range + (_face.glyph.metrics.horiBearingX / 64) * _geometryScaler);
desc.AdjustToPen = (float)(-translationX);
return true;
+57 -35
View File
@@ -5,41 +5,51 @@ using GlitchyEngine.Math;
using System.Collections;
using internal GlitchyEngine.Renderer.Text;
using internal GlitchyEngine.Renderer;
namespace GlitchyEngine.Renderer.Text
{
public static class FontRenderer
{
internal static FT_Library Library ~ FreeType.Done_FreeType(_);
internal static void InitLibrary()
{
if(Library == null)
{
var res = FreeType.Init_FreeType(&Library);
Log.EngineLogger.Assert(res.Success, scope $"Init_FreeType failed({(int)res}): {res}");
}
}
internal static FT_Library s_Library;
public static Effect _msdfEffect;
static this()
internal static bool s_isInitialized;
internal static void Init()
{
FontRenderer.InitLibrary();
if(s_isInitialized)
return;
InitFreetype();
_msdfEffect = new Effect(Renderer._context, "content\\Shaders\\msdfShader.hlsl");
s_isInitialized = true;
}
public static void Init(EffectLibrary effectLibrary)
internal static void Deinit()
{
if(effectLibrary.Exists("msdfShader"))
_msdfEffect = effectLibrary.Get("msdfShader");
else
_msdfEffect = effectLibrary.Load("content\\Shaders\\msdfShader.hlsl");
_msdfEffect.ReleaseRef();
DeinitFreetype();
s_isInitialized = false;
}
private static void InitFreetype()
{
if(s_Library == null)
{
var res = FreeType.Init_FreeType(&s_Library);
Log.EngineLogger.Assert(res.Success, scope $"Failed to initialize freetype ({(int)res}): {res}");
}
}
public static void DeInit()
private static void DeinitFreetype()
{
_msdfEffect?.ReleaseRef();
_msdfEffect = null;
FreeType.Done_FreeType(s_Library);
}
/** @brief Draws a given text using a specified font stack and renderer.
@@ -52,24 +62,33 @@ namespace GlitchyEngine.Renderer.Text
* @param bitmapColor The (default) color used for glyphs that are bitmaps (e.g. emojies, if the font provies them as bitmap).
* @param lineGapOffset Can be used to manually increase or decrease the gap between lines.
*/
public static void DrawText(Renderer2D renderer, Font font, String text, float x, float y, float fontSize, Color fontColor = .White, Color bitmapColor = .White, float lineGapOffset = 0)
public static void DrawText(Font font, String text, float x, float y, float fontSize, Color fontColor = .White, Color bitmapColor = .White, float lineGapOffset = 0)
{
if(text.IsWhiteSpace)
return;
renderer.End();
var lastEffect = renderer.[Friend]_currentEffect;
renderer.[Friend]_currentEffect = _msdfEffect..AddRef();
Renderer2D.Flush();
// TODO: this is very not good!
var lastEffect = Renderer2D.[Friend]s_currentEffect;
Renderer2D.[Friend]s_currentEffect = _msdfEffect..AddRef();
// TODO: oh no....
// Copy viewProjection from current effect
Matrix viewProjection = lastEffect.Variables["ViewProjection"].[Friend]GetData<Matrix>();
_msdfEffect.Variables["ViewProjection"].SetData(viewProjection);
float scale = (float)fontSize / (float)font._fontSize;
_msdfEffect.Variables["screenPixelRange"].SetData(scale * 4.0f);
Vector2 unitRange = Vector2((float)font._range) / Vector2(font._atlas.Width, font._atlas.Height);
_msdfEffect.Variables["UnitRange"].SetData(unitRange);
// Space between two baselines
float linespace = (((font._face.size.metrics.ascender - font._face.size.metrics.descender) / 64) + lineGapOffset) * scale;
// The line we are writing on
float baseline = y + linespace;
float baseline = y;// + linespace;
//renderer.Draw(null, x, baseline, 10000, 1, .Blue);
@@ -80,7 +99,6 @@ namespace GlitchyEngine.Renderer.Text
int movedLines = 0;
List<Texture2D> atlasses = scope .();
// We render every char with a slightly greater depth, so that the chars don't cull each other.
// In order to do that we increment an integer for each glyph and use it as the depth for the next one.
// Whenn passing the depth to the renderer we treat the integer as the binary representation of a float.
@@ -88,8 +106,8 @@ namespace GlitchyEngine.Renderer.Text
// smallest possible increase a float can represent.
// Note: This might do funky stuff when objects are very close to each other. But realistically whe have to do
// about 8 million (2^23) increments to reach a depth of 1 so I think it's safe enough.
float f = 1.0f;
int32 depthInt = *(int32*)&f;
//float f = 1.0f;
//int32 depthInt = *(int32*)&f;
// enumerate through the unicode codepoints
for(char32 char in text.DecodedChars)
@@ -104,7 +122,7 @@ namespace GlitchyEngine.Renderer.Text
if(movedLines != 0)
{
// move baseline
baseline += linespace * movedLines;
baseline -= linespace * movedLines;
// TODO: make carriage return optional?
// return pen to start of line
@@ -155,18 +173,22 @@ namespace GlitchyEngine.Renderer.Text
texRect /= Vector4(atlasSize, atlasSize);
renderer.Draw(atlas, viewportRect.X, viewportRect.Y, viewportRect.Z, viewportRect.W, glyphColor, *(float*)(&depthInt), texRect);
Renderer2D.DrawQuad(Vector2(viewportRect.X + viewportRect.Z / 2, viewportRect.Y + viewportRect.W / 2), .(viewportRect.Z, viewportRect.W), 0, atlas, glyphColor, texRect);
//renderer.Draw(atlas, viewportRect.X, viewportRect.Y, viewportRect.Z, viewportRect.W, glyphColor, *(float*)(&depthInt), texRect);
penPosition += glyphDesc.Advance * glyphFontScale;
// Increase depth for the next glyph
depthInt--;
//depthInt--;
}
renderer.End();
Renderer2D.Flush();
// TODO: not good!
// Change back effect
_msdfEffect.ReleaseRef();
renderer.[Friend]_currentEffect = lastEffect;
Renderer2D.[Friend]s_currentEffect = lastEffect;
// release all atlas textures
for(int i < atlasses.Count)