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
+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)