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
+1 -1
View File
@@ -2,7 +2,7 @@ FileVersion = 1
Projects = {Sandbox = {Path = "Sandbox"}, GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, DirectXTK = {Path = "GlitchyEngine/vendor/DirectXTK/DirectXTK-beef"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}, FreeType = {Path = "GlitchyEngine/vendor/freetype"}, cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}, GlitchyEditor = {Path = "GlitchyEditor"}, msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}, ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}, ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}} Projects = {Sandbox = {Path = "Sandbox"}, GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, DirectXTK = {Path = "GlitchyEngine/vendor/DirectXTK/DirectXTK-beef"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}, FreeType = {Path = "GlitchyEngine/vendor/freetype"}, cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}, GlitchyEditor = {Path = "GlitchyEditor"}, msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}, ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}, ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}}
[Workspace] [Workspace]
StartupProject = "GlitchyEditor" StartupProject = "Sandbox"
[Configs.Debug.Win64] [Configs.Debug.Win64]
AllocType = "CRT" AllocType = "CRT"
+5 -2
View File
@@ -16,11 +16,11 @@ namespace GlitchyEngine
private bool _running = true; private bool _running = true;
private bool _isMinimized = false; private bool _isMinimized = false;
private LayerStack _layerStack = new LayerStack() ~ delete _; private LayerStack _layerStack = new LayerStack();
private ImGuiLayer _imGuiLayer; private ImGuiLayer _imGuiLayer;
private GameTime _gameTime = new GameTime(true) ~ delete _; private GameTime _gameTime = new GameTime(true);
public bool IsRunning => _running; public bool IsRunning => _running;
public Window Window => _window; public Window Window => _window;
@@ -57,7 +57,10 @@ namespace GlitchyEngine
public ~this() public ~this()
{ {
delete _layerStack;
SamplerStateManager.Uninit(); SamplerStateManager.Uninit();
Renderer.Deinit();
delete _gameTime;
} }
public void OnEvent(Event e) public void OnEvent(Event e)
@@ -113,6 +113,12 @@ namespace GlitchyEngine.Renderer
*(T*)firstByte = value; *(T*)firstByte = value;
} }
[Inline]
private T GetData<T>()
{
return *(T*)firstByte;
}
public void SetData(bool value) => SetData<bool>(value); public void SetData(bool value) => SetData<bool>(value);
public void SetData(float value) => SetData<float>(value); public void SetData(float value) => SetData<float>(value);
+7 -1
View File
@@ -15,7 +15,7 @@ namespace GlitchyEngine.Renderer
public Matrix Transform; public Matrix Transform;
} }
static GraphicsContext _context ~ _?.ReleaseRef(); static internal GraphicsContext _context ~ _?.ReleaseRef();
//static Buffer<SceneConstants> _sceneConstants ~ _?.ReleaseRef(); //static Buffer<SceneConstants> _sceneConstants ~ _?.ReleaseRef();
@@ -39,10 +39,16 @@ namespace GlitchyEngine.Renderer
*/ */
RenderCommand.Init(); RenderCommand.Init();
Renderer2D.Init();
InitLineRenderer(effectLibrary); InitLineRenderer(effectLibrary);
} }
public static void Deinit()
{
Renderer2D.Deinit();
}
static void InitLineRenderer(EffectLibrary effectLibrary) static void InitLineRenderer(EffectLibrary effectLibrary)
{ {
LineEffect = effectLibrary.Load("content\\Shaders\\lineShader.hlsl"); LineEffect = effectLibrary.Load("content\\Shaders\\lineShader.hlsl");
+305 -196
View File
@@ -2,13 +2,61 @@ using GlitchyEngine.Math;
using System.Collections; using System.Collections;
using System; using System;
using System.Diagnostics; using System.Diagnostics;
using GlitchyEngine.Renderer.Text;
namespace GlitchyEngine.Renderer namespace GlitchyEngine.Renderer
{ {
using internal 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 enum DrawOrder
{ {
/// Immediately draw the sprites. /// Immediately draw the sprites.
@@ -30,96 +78,55 @@ namespace GlitchyEngine.Renderer
FrontToBack FrontToBack
} }
struct RenderVertex : IVertexData struct QueueQuad: this(Matrix Transform, ColorRGBA Color, Texture2D Texture, float Depth, Vector4 uvTransform) { }
{
public Vector2 Position;
public this(Vector2 position) #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()
{ {
Position = position; s_textureColorEffect = new Effect(Renderer._context, "content\\Shaders\\textureColor.hlsl");
s_batchEffect = new Effect(Renderer._context, "content\\Shaders\\spritebatch.hlsl");
} }
public this(float x, float y) private static void InitGeometry()
{ {
Position = .(x, y); VertexLayout layout = new VertexLayout(Renderer._context, QuadVertex.VertexElements, false, s_textureColorEffect.VertexShader);
}
public static VertexElement[] VertexElements ~ delete _; VertexBuffer quadVertices = new VertexBuffer(Renderer._context, typeof(QuadVertex), 4, .Immutable);
public static VertexElement[] IVertexData.VertexElements => VertexElements; QuadVertex[4] vertices = .(
.(-0.5f,-0.5f, 0, 1),
static this() .(-0.5f, 0.5f, 0, 0),
{ .( 0.5f, 0.5f, 1, 0),
VertexElements = new VertexElement[] .( 0.5f,-0.5f, 1, 1)
(
VertexElement(.R32G32_Float, "POSITION")
);
}
}
[Ordered]
struct BatchVertex
{
public Matrix Transform;
public Color Color;
public Vector4 UVTransform;
public this(Matrix transform, Color color, Vector4 uvTransform)
{
Transform = transform;
Color = color;
UVTransform = uvTransform;
}
}
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)
); );
quadVertices.SetData(vertices); quadVertices.SetData(vertices);
IndexBuffer quadIndices = new IndexBuffer(_context, 6, .Immutable); IndexBuffer quadIndices = new IndexBuffer(Renderer._context, 6, .Immutable);
uint16[6] indices = .( uint16[6] indices = .(
0, 1, 2, 0, 1, 2,
@@ -128,194 +135,227 @@ namespace GlitchyEngine.Renderer
quadIndices.SetData(indices); quadIndices.SetData(indices);
quadBinding = new GeometryBinding(_context); s_quadGeometry = new GeometryBinding(Renderer._context);
quadBinding.SetVertexLayout(layout..ReleaseRefNoDelete()); s_quadGeometry.SetVertexLayout(layout..ReleaseRefNoDelete());
quadBinding.SetPrimitiveTopology(.TriangleList); s_quadGeometry.SetPrimitiveTopology(.TriangleList);
quadBinding.SetVertexBufferSlot(quadVertices, 0); s_quadGeometry.SetVertexBufferSlot(quadVertices, 0);
quadBinding.SetIndexBuffer(quadIndices); s_quadGeometry.SetIndexBuffer(quadIndices);
quadVertices.ReleaseRef(); quadVertices.ReleaseRef();
quadIndices.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"); s_instanceBuffer = new VertexBuffer(Renderer._context, typeof(BatchVertex), 1024, .Dynamic, .Write);
s_instanceBuffer.SetData(0);
instanceBuffer = new VertexBuffer(_context, typeof(BatchVertex), 1024, .Dynamic, .Write);
instanceBuffer.SetData(0);
VertexElement[] vertexElements = new .( VertexElement[] vertexElements = new .(
VertexElement(.R32G32_Float, "POSITION", false, 0, 0, 0, .PerVertexData, 0), 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, 0, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 1, 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, 2, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TRANSFORM", false, 3, 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, "COLOR", false, 0, 1, (.)-1, .PerInstanceData, 1),
VertexElement(.R32G32B32A32_Float, "TEXCOORD", 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); s_batchBinding = new GeometryBinding(Renderer._context);
instancingBinding.SetVertexLayout(instancingLayout..ReleaseRefNoDelete()); s_batchBinding.SetVertexLayout(batchLayout..ReleaseRefNoDelete());
instancingBinding.SetPrimitiveTopology(.TriangleList); s_batchBinding.SetPrimitiveTopology(.TriangleList);
instancingBinding.SetVertexBufferSlot(quadBinding.GetVertexBuffer(0), 0);
instancingBinding.SetVertexBufferSlot(instanceBuffer, 1); s_batchBinding.SetVertexBufferSlot(s_quadGeometry.GetVertexBuffer(0), 0);
instancingBinding.SetIndexBuffer(quadBinding.GetIndexBuffer(), 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);
} }
/** private static void InitWhitetexture()
* 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)
{ {
_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) // Create the default sampler for the white texture
{ SamplerState sampler = SamplerStateManager.GetSampler(SamplerStateDescription());
_virtualResolution = .(_context.SwapChain.BackbufferViewport.Width, _context.SwapChain.BackbufferViewport.Height); s_whiteTexture.SamplerState = sampler;
sampler.ReleaseRef();
} }
_projection = .(2.0f / _virtualResolution.X, 0, 0, 0, public static void Init()
0, -2.0f / _virtualResolution.Y, 0, 0, {
0, 0, 1.0f / maxDepth, 0, InitEffect();
-1, 1, 0, 1); 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();
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) if(effect != null)
{ {
_currentEffect?.ReleaseRef(); s_currentEffect?.ReleaseRef();
_currentEffect = effect..AddRef(); s_currentEffect = effect..AddRef();
} }
else else
{ {
_currentEffect = instancingEffect..AddRef(); s_currentEffect = s_batchEffect..AddRef();
}
} }
struct QueuedQuad: this(Matrix Transform, Color Color, Texture2D Texture, float Depth, Vector4 uvTransform) { } s_currentEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
s_textureColorEffect.Variables["ViewProjection"].SetData(camera.ViewProjection);
List<QueuedQuad> _quads = new .(128) ~ delete _; s_drawOrder = drawOrder;
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)) #if DEBUG
s_sceneRunning = true;
#endif
}
public static void EndScene()
{ {
Matrix transform = .(width, 0, 0, 0, Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
0, height, 0, 0,
0, 0, 1, 0,
x, y, depth, 1) * _projection;
if(_drawOrder == .Immediate) Flush();
#if DEBUG
s_sceneRunning = false;
#endif
}
public static void Flush()
{ {
/* Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
texture.Bind();
quadEffect.Variables["World"].SetData(transform); if(s_drawOrder != .Immediate)
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));
DrawDeferred(); DrawDeferred();
} }
else
/// Adds a quad instance to the instance queue.
[Inline]
private static void QueueQuadInstance(Matrix transform, ColorRGBA color, Texture2D texture, float depth, Vector4 uvTransform)
{ {
_quads.Add(.(transform, color, texture ?? whiteTexture, depth, uvTransform)); s_instanceQueue.Add(QueueQuad(transform, color, texture ?? s_whiteTexture, depth, uvTransform));
}
} }
public void End() private static void FlushInstances()
{ {
if(_drawOrder != .Immediate) if(s_setInstances == 0)
{
DrawDeferred();
}
}
void FlushInstances()
{
if(_setInstances == 0)
return; return;
instanceBuffer.SetData<BatchVertex>(_rawInstances.Ptr, _setInstances, 0, .WriteDiscard); s_instanceBuffer.SetData<BatchVertex>(s_rawInstances.Ptr, s_setInstances, 0, .WriteDiscard);
_currentEffect.Bind(_context); s_currentEffect.Bind(Renderer._context);
instancingBinding.InstanceCount = _setInstances; s_batchBinding.InstanceCount = s_setInstances;
instancingBinding.Bind(_context); s_batchBinding.Bind(Renderer._context);
RenderCommand.DrawIndexedInstanced(instancingBinding); 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); 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; return rhs.Depth <=> lhs.Depth;
} }
int BackToFrontComparison(QueuedQuad lhs, QueuedQuad rhs) private static int FrontToBackComparison(QueueQuad lhs, QueueQuad rhs)
{ {
return lhs.Depth <=> rhs.Depth; return lhs.Depth <=> rhs.Depth;
} }
private void SortQuads() private static void SortQuads()
{ {
switch(_drawOrder) s_instanceQueue.Sort(scope => TextureComparison);
switch(s_drawOrder)
{ {
case .SortByTexture: case .SortByTexture:
_quads.Sort(scope => TextureComparison); s_instanceQueue.Sort(scope => TextureComparison);
case .BackToFront: case .BackToFront:
_quads.Sort(scope => BackToFrontComparison); s_instanceQueue.Sort(scope => BackToFrontComparison);
case .FrontToBack: case .FrontToBack:
_quads.Sort(scope => FrontToBackComparison); s_instanceQueue.Sort(scope => FrontToBackComparison);
case .Immediate:
default: default:
Log.EngineLogger.Error("Unknown instance draw order.");
} }
} }
private void DrawDeferred() private static void DrawDeferred()
{ {
if(_quads.Count == 0) if(s_instanceQueue.IsEmpty)
return; return;
SortQuads(); SortQuads();
Texture2D texture = _quads[0].Texture; Texture2D texture = s_instanceQueue[0].Texture;
_currentEffect.SetTexture("Texture", 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 // flush every time the texture changes
if(quad.Texture != texture) if(quad.Texture != texture)
@@ -323,12 +363,12 @@ namespace GlitchyEngine.Renderer
FlushInstances(); FlushInstances();
texture = quad.Texture; 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(); FlushInstances();
} }
@@ -336,9 +376,78 @@ namespace GlitchyEngine.Renderer
FlushInstances(); 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) 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(); _context = context..AddRef();
// Set default sampler // Set default sampler
Sampler = null; Sampler = null;
FontRenderer.InitLibrary();
_glyphs.Add('\0', new GlyphDescriptor(){Font = this}); _glyphs.Add('\0', new GlyphDescriptor(){Font = this});
_fontSize = fontSize; _fontSize = fontSize;
_faceIndex = faceIndex; _faceIndex = faceIndex;
_hasColor = hasColor; _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}"); Log.EngineLogger.Assert(res.Success, scope $"New_Face failed({(int)res}): {res}");
res = FreeType.Set_Pixel_Sizes(_face, 0, _fontSize); res = FreeType.Set_Pixel_Sizes(_face, 0, _fontSize);
@@ -408,11 +409,8 @@ namespace GlitchyEngine.Renderer.Text
desc.TranslationX = translationX; desc.TranslationX = translationX;
desc.TranslationY = translationY; desc.TranslationY = translationY;
//desc.AdjustToBaseLine = (float)(- height + _range + (_face.glyph.metrics.height / 64 - _face.glyph.metrics.horiBearingY / 64) * _geometryScaler); desc.AdjustToBaseLine = (float)(-translationY * _geometryScaler);
//(float)(- height + translationY * _geometryScaler + (_face.glyph.metrics.height / 64 - _face.glyph.metrics.horiBearingY / 64) * _geometryScaler);
desc.AdjustToBaseLine = (float)(-height + translationY * _geometryScaler);
//desc.AdjustToPen = (float)(- _range + (_face.glyph.metrics.horiBearingX / 64) * _geometryScaler);
desc.AdjustToPen = (float)(-translationX); desc.AdjustToPen = (float)(-translationX);
return true; return true;
+55 -33
View File
@@ -5,41 +5,51 @@ using GlitchyEngine.Math;
using System.Collections; using System.Collections;
using internal GlitchyEngine.Renderer.Text; using internal GlitchyEngine.Renderer.Text;
using internal GlitchyEngine.Renderer;
namespace GlitchyEngine.Renderer.Text namespace GlitchyEngine.Renderer.Text
{ {
public static class FontRenderer public static class FontRenderer
{ {
internal static FT_Library Library ~ FreeType.Done_FreeType(_); internal static FT_Library s_Library;
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}");
}
}
public static Effect _msdfEffect; 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.ReleaseRef();
_msdfEffect = effectLibrary.Get("msdfShader");
else DeinitFreetype();
_msdfEffect = effectLibrary.Load("content\\Shaders\\msdfShader.hlsl");
s_isInitialized = false;
} }
public static void DeInit() private static void InitFreetype()
{ {
_msdfEffect?.ReleaseRef(); if(s_Library == null)
_msdfEffect = null; {
var res = FreeType.Init_FreeType(&s_Library);
Log.EngineLogger.Assert(res.Success, scope $"Failed to initialize freetype ({(int)res}): {res}");
}
}
private static void DeinitFreetype()
{
FreeType.Done_FreeType(s_Library);
} }
/** @brief Draws a given text using a specified font stack and renderer. /** @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 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. * @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) if(text.IsWhiteSpace)
return; return;
renderer.End(); Renderer2D.Flush();
var lastEffect = renderer.[Friend]_currentEffect;
renderer.[Friend]_currentEffect = _msdfEffect..AddRef(); // 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; float scale = (float)fontSize / (float)font._fontSize;
_msdfEffect.Variables["screenPixelRange"].SetData(scale * 4.0f); _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 // Space between two baselines
float linespace = (((font._face.size.metrics.ascender - font._face.size.metrics.descender) / 64) + lineGapOffset) * scale; float linespace = (((font._face.size.metrics.ascender - font._face.size.metrics.descender) / 64) + lineGapOffset) * scale;
// The line we are writing on // The line we are writing on
float baseline = y + linespace; float baseline = y;// + linespace;
//renderer.Draw(null, x, baseline, 10000, 1, .Blue); //renderer.Draw(null, x, baseline, 10000, 1, .Blue);
@@ -80,7 +99,6 @@ namespace GlitchyEngine.Renderer.Text
int movedLines = 0; int movedLines = 0;
List<Texture2D> atlasses = scope .(); List<Texture2D> atlasses = scope .();
// We render every char with a slightly greater depth, so that the chars don't cull each other. // 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. // 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. // 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. // 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 // 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. // about 8 million (2^23) increments to reach a depth of 1 so I think it's safe enough.
float f = 1.0f; //float f = 1.0f;
int32 depthInt = *(int32*)&f; //int32 depthInt = *(int32*)&f;
// enumerate through the unicode codepoints // enumerate through the unicode codepoints
for(char32 char in text.DecodedChars) for(char32 char in text.DecodedChars)
@@ -104,7 +122,7 @@ namespace GlitchyEngine.Renderer.Text
if(movedLines != 0) if(movedLines != 0)
{ {
// move baseline // move baseline
baseline += linespace * movedLines; baseline -= linespace * movedLines;
// TODO: make carriage return optional? // TODO: make carriage return optional?
// return pen to start of line // return pen to start of line
@@ -155,18 +173,22 @@ namespace GlitchyEngine.Renderer.Text
texRect /= Vector4(atlasSize, atlasSize); 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; penPosition += glyphDesc.Advance * glyphFontScale;
// Increase depth for the next glyph // Increase depth for the next glyph
depthInt--; //depthInt--;
} }
renderer.End(); Renderer2D.Flush();
// TODO: not good!
// Change back effect
_msdfEffect.ReleaseRef(); _msdfEffect.ReleaseRef();
renderer.[Friend]_currentEffect = lastEffect; Renderer2D.[Friend]s_currentEffect = lastEffect;
// release all atlas textures // release all atlas textures
for(int i < atlasses.Count) for(int i < atlasses.Count)
+12 -6
View File
@@ -3,15 +3,18 @@ SamplerState Sampler : register(s0);
cbuffer Constants cbuffer Constants
{ {
float4x4 ViewProjection;
float2 UnitRange;
float screenPixelRange = 2; float screenPixelRange = 2;
} }
struct VS_Input struct VS_Input
{ {
float2 Position : POSITION; float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Tranform : TRANSFORM; float4x4 Tranform : TRANSFORM;
float4 Color : COLOR; float4 Color : COLOR;
float4 UVTransform : TEXCOORD; float4 UVTransform : TEXCOORD1;
}; };
struct PS_Input struct PS_Input
@@ -25,8 +28,8 @@ PS_Input VS(VS_Input input)
{ {
PS_Input output; PS_Input output;
output.Position = mul(float4(input.Position, 0.0f, 1.0f), input.Tranform); output.Position = mul(ViewProjection, mul(input.Tranform, float4(input.Position, 0.0f, 1.0f)));
output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Position; output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color; output.Color = input.Color;
return output; return output;
@@ -36,14 +39,17 @@ float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b)); return max(min(r, g), min(max(r, g), b));
} }
float ScreenPxRange(float2 texcoord) {
float2 screenTexSize = 1.0f / fwidth(texcoord);
return max(0.5f * dot(UnitRange, screenTexSize), 1.0f);
}
float4 PS(PS_Input input) : SV_Target0 float4 PS(PS_Input input) : SV_Target0
{ {
float3 msd = Texture.Sample(Sampler, input.TexCoord); float3 msd = Texture.Sample(Sampler, input.TexCoord);
float sd = median(msd.r, msd.g, msd.b); float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPixelRange * (sd - 0.5); float screenPxDistance = ScreenPxRange(input.TexCoord) * (sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0); float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
//float4 color = lerp(float4(1, 0, 0, 1), input.Color, opacity);
//return color;
return float4(input.Color.rgb, opacity * input.Color.a); return float4(input.Color.rgb, opacity * input.Color.a);
} }
+41
View File
@@ -0,0 +1,41 @@
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
};
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Transform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD;
float4 Color : COLOR;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
output.Texcoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color;
return output;
}
float4 PS(PS_Input input) : SV_Target0
{
return Texture.Sample(Sampler, input.Texcoord) * input.Color;
}
#effect[VS=VS, PS=PS]
+42
View File
@@ -0,0 +1,42 @@
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants : register(b0)
{
float4x4 World;
// TODO: move ViewProjection to seperate cbuffer
float4x4 ViewProjection;
float4 Color;
float4 UVTransform;
};
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(World, float4(input.Position, 0.0f, 1.0f)));
output.Texcoord = UVTransform.xy + UVTransform.zw * input.Texcoord;
return output;
}
float4 PS(PS_Input input) : SV_Target0
{
return Texture.Sample(Sampler, input.Texcoord) * Color;
}
#effect[VS=VS, PS=PS]
@@ -3,6 +3,8 @@ SamplerState Sampler : register(s0);
cbuffer Constants cbuffer Constants
{ {
float4x4 ViewProjection;
float ColorOffset = 0.5f; float ColorOffset = 0.5f;
float AlphaOffset = 0.0f; float AlphaOffset = 0.0f;
float ColorScale = 0.5f; float ColorScale = 0.5f;
@@ -14,15 +16,16 @@ cbuffer Constants
struct VS_Input struct VS_Input
{ {
float2 Position : POSITION; float2 Position : POSITION;
float4x4 Tranform : TRANSFORM; float2 Texcoord : TEXCOORD0;
float4x4 Transform : TRANSFORM;
float4 Color : COLOR; float4 Color : COLOR;
float4 UVTransform : TEXCOORD; float4 UVTransform : TEXCOORD1;
}; };
struct PS_Input struct PS_Input
{ {
float4 Position : SV_Position; float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0; float2 Texcoord : TEXCOORD0;
float4 Color : COLOR; float4 Color : COLOR;
}; };
@@ -30,8 +33,8 @@ PS_Input VS(VS_Input input)
{ {
PS_Input output; PS_Input output;
output.Position = mul(float4(input.Position, 0.0f, 1.0f), input.Tranform); output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Position; output.Texcoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color; output.Color = input.Color;
return output; return output;
@@ -39,7 +42,7 @@ PS_Input VS(VS_Input input)
float4 PS(PS_Input input) : SV_Target0 float4 PS(PS_Input input) : SV_Target0
{ {
float4 color = Texture.Sample(Sampler, input.TexCoord); float4 color = Texture.Sample(Sampler, input.Texcoord);
float4 final = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale); float4 final = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
@@ -49,7 +49,6 @@ namespace Sandbox
DepthStencilTarget _depthTarget ~ _?.ReleaseRef(); DepthStencilTarget _depthTarget ~ _?.ReleaseRef();
Texture2D _texture ~ _?.ReleaseRef(); Texture2D _texture ~ _?.ReleaseRef();
Texture2D _ge_logo ~ _?.ReleaseRef();
BlendState _alphaBlendState ~ _?.ReleaseRef(); BlendState _alphaBlendState ~ _?.ReleaseRef();
BlendState _opaqueBlendState ~ _?.ReleaseRef(); BlendState _opaqueBlendState ~ _?.ReleaseRef();
@@ -58,9 +57,7 @@ namespace Sandbox
EcsWorld _world = new EcsWorld() ~ delete _; EcsWorld _world = new EcsWorld() ~ delete _;
Renderer2D Renderer2D ~ delete _; //Renderer2D Renderer2D ~ delete _;
Texture2D _testTexture ~ _?.ReleaseRef();
String testText ~ delete _; String testText ~ delete _;
@@ -78,22 +75,22 @@ namespace Sandbox
_effectLibrary.LoadNoRefInc("content\\Shaders\\basicShader.hlsl"); _effectLibrary.LoadNoRefInc("content\\Shaders\\basicShader.hlsl");
// Create rasterizer state // Create rasterizer state
GlitchyEngine.Renderer.RasterizerStateDescription rsDesc = .(.Solid, .Back, true); GlitchyEngine.Renderer.RasterizerStateDescription rsDesc = .(.Solid, .Back, false);
_rasterizerState = new RasterizerState(_context, rsDesc); _rasterizerState = new RasterizerState(_context, rsDesc);
_depthTarget = new DepthStencilTarget(_context, _context.SwapChain.Width, _context.SwapChain.Height); _depthTarget = new DepthStencilTarget(_context, _context.SwapChain.Width, _context.SwapChain.Height);
_texture = new Texture2D(_context, "content/Textures/Checkerboard.dds"); _texture = new Texture2D(_context, "content/Textures/Checkerboard.dds");
_ge_logo = new Texture2D(_context, "content/Textures/GE_Logo.dds");
let sampler = SamplerStateManager.GetSampler( let sampler = SamplerStateManager.GetSampler(
SamplerStateDescription() SamplerStateDescription()
{ {
MagFilter = .Point MagFilter = .Point,
AddressModeU = .Wrap,
AddressModeV = .Wrap,
}); });
_texture.SamplerState = sampler; _texture.SamplerState = sampler;
_ge_logo.SamplerState = sampler;
sampler.ReleaseRef(); sampler.ReleaseRef();
@@ -104,7 +101,7 @@ namespace Sandbox
InitEcs(); InitEcs();
Renderer2D = new Renderer2D(_context, _effectLibrary); //Renderer2D = new Renderer2D(_context, _effectLibrary);
//Init2D(); //Init2D();
Texture2DDesc desc = .(); Texture2DDesc desc = .();
@@ -116,14 +113,6 @@ namespace Sandbox
desc.MipLevels = 1; desc.MipLevels = 1;
desc.Usage = .Default; desc.Usage = .Default;
_testTexture = new Texture2D(_context, desc);
Color[4] colors = .(
.Red, .Green,
.Blue, .White);
_testTexture.SetData<Color>(&colors, 0, 1, 1, 1);
fonty = new Font(_context, "C:\\Windows\\Fonts\\arial.ttf", 64, true, 'A', 16); fonty = new Font(_context, "C:\\Windows\\Fonts\\arial.ttf", 64, true, 'A', 16);
var japanese = new Font(_context, "C:\\Windows\\Fonts\\YuGothM.ttc", 64, true, '\0', 1); var japanese = new Font(_context, "C:\\Windows\\Fonts\\YuGothM.ttc", 64, true, '\0', 1);
var emojis = new Font(_context, "C:\\Windows\\Fonts\\seguiemj.ttf", 64, true, '😂' - 10, 1); var emojis = new Font(_context, "C:\\Windows\\Fonts\\seguiemj.ttf", 64, true, '😂' - 10, 1);
@@ -135,15 +124,12 @@ namespace Sandbox
// Load test text // Load test text
File.ReadAllText("test.txt", testText = new String(), true); File.ReadAllText("test.txt", testText = new String(), true);
_textureViewer = new TextureViewer(_context, Renderer2D, _effectLibrary); _textureViewer = new TextureViewer();
FontRenderer.Init(_effectLibrary); controller = new OrthographicCameraController(16 / 9f);
} }
public ~this() OrthographicCameraController controller;
{
FontRenderer.DeInit();
}
Font fonty ~ _.ReleaseRef(); Font fonty ~ _.ReleaseRef();
@@ -263,19 +249,40 @@ namespace Sandbox
camera.Aspect = Application.Get().Window.Context.SwapChain.BackbufferViewport.Width / camera.Aspect = Application.Get().Window.Context.SwapChain.BackbufferViewport.Width /
Application.Get().Window.Context.SwapChain.BackbufferViewport.Height; Application.Get().Window.Context.SwapChain.BackbufferViewport.Height;
controller.Update(gameTime);
TransformSystem.Update(_world); TransformSystem.Update(_world);
RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f)); RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
RenderCommand.Clear(_depthTarget, 1.0f, 0, .Depth);
_depthTarget..Clear(1.0f, 0, .Depth).Bind();
// Draw test geometry // Draw test geometry
_context.SetRenderTarget(null); _context.SetRenderTarget(null);
_depthTarget.Bind();
_context.BindRenderTargets(); _context.BindRenderTargets();
_context.SetRasterizerState(_rasterizerState); _context.SetRasterizerState(_rasterizerState);
RenderCommand.SetViewport(_context.SwapChain.BackbufferViewport); RenderCommand.SetViewport(_context.SwapChain.BackbufferViewport);
Renderer2D.BeginScene(controller.Camera, .BackToFront);
_alphaBlendState.Bind();
for(int x < 10)
for(int y < 10)
{
int i = (x + y) % 2;
Renderer2D.DrawQuad(Vector3(2 * x, 2 * y, 0.5f), Vector2(1.5f, 1), MathHelper.PiOverFour, (i == 0) ? _squareColor0 : _squareColor1);
}
Renderer2D.DrawQuad(Vector3(0, 0, 1), Vector2(10), 0, _texture, .White, .(0, 0, 1, 1));
FontRenderer.DrawText(fonty, "Hallo! gjy", 0, 0, 64, .White, .White);
Renderer2D.EndScene();
/* /*
Renderer2D.Begin(.FrontToBack, .(80, 80)); Renderer2D.Begin(.FrontToBack, .(80, 80));
@@ -322,8 +329,7 @@ namespace Sandbox
Renderer2D.End(); Renderer2D.End();
*/ */
/*
_alphaBlendState.Bind();
Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height)); Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height));
Renderer2D.End(); Renderer2D.End();
@@ -331,9 +337,10 @@ namespace Sandbox
_alphaBlendState.Bind(); _alphaBlendState.Bind();
Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height), 100); Renderer2D.Begin(.FrontToBack, .(_context.SwapChain.Width, _context.SwapChain.Height), 100);
FontRenderer.DrawText(Renderer2D, fonty, "Hallo! gjy", 0, 0, 512, .White, .White); FontRenderer.DrawText(Renderer2D, fonty, "Hallo! gjy", 0, 0, 64, .White, .White);
Renderer2D.End(); Renderer2D.End();
*/
} }
int32 size = 500; int32 size = 500;
@@ -348,40 +355,20 @@ namespace Sandbox
dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e)); dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
dispatcher.Dispatch<WindowResizeEvent>(scope (e) => OnWindowResize(e)); dispatcher.Dispatch<WindowResizeEvent>(scope (e) => OnWindowResize(e));
controller.OnEvent(event);
} }
private bool OnImGuiRender(ImGuiRenderEvent e) private bool OnImGuiRender(ImGuiRenderEvent e)
{ {
/*
ImGui.Begin("SDF Test");
ImGui.InputInt("Size", &size);
float f = (size / 64f * 4.0f);
ImGui.Text($"SPR: {f}");
ImGui.End();
*/
//return true;
/*
return true;
ImGui.Begin("Test"); ImGui.Begin("Test");
ImGui.ColorEdit3("Square Color", ref _squareColor0); ImGui.ColorPicker4("Color", *(float[4]*)&_squareColor0);
_squareColor1 = ColorRGBA.White - _squareColor0; _squareColor1 = ColorRGBA.White - _squareColor0;
_squareColor1.A = _squareColor0.A;
//ImGui.Begin
//ImGui.Image(fonty.[Friend]_atlas.[Friend]nativeView, .(100, 200));
//ImGui.Scrollbar(.X);
//ImGui.Image(fonty.[Friend]_atlas.[Friend]nativeView, .(fonty.[Friend]_atlas.Width, fonty.[Friend]_atlas.Height), .(0.0f, 0.0f), .(1.0f, 1.0f), .(1.0f, 1.0f, 1.0f, 1.0f), .(1.0f, 0, 0, 1));
ImGui.End(); ImGui.End();
*/
_textureViewer.ViewTexture(fonty.[Friend]_atlas); _textureViewer.ViewTexture(fonty.[Friend]_atlas);
@@ -400,20 +387,4 @@ namespace Sandbox
return false; return false;
} }
} }
class SandboxApp2D : Application
{
public this()
{
PushLayer(new ExampleLayer2D());
}
#if SANDBOX_2D
[Export, LinkName("CreateApplication")]
#endif
public static Application CreateApplication()
{
return new SandboxApp2D();
}
}
} }
+4 -2
View File
@@ -570,12 +570,14 @@ namespace Sandbox
{ {
public this() public this()
{ {
#if SANDBOX_2D
PushLayer(new ExampleLayer2D());
#else
PushLayer(new ExampleLayer()); PushLayer(new ExampleLayer());
#endif
} }
#if !SANDBOX_2D
[Export, LinkName("CreateApplication")] [Export, LinkName("CreateApplication")]
#endif
public static Application CreateApplication() public static Application CreateApplication()
{ {
return new SandboxApp(); return new SandboxApp();
+27 -28
View File
@@ -24,8 +24,6 @@ namespace Sandbox
Effect _effect ~ _.ReleaseRef(); Effect _effect ~ _.ReleaseRef();
Renderer2D _renderer;
float _zoom = 1.0f; float _zoom = 1.0f;
BackgroundMode _backgroundMode = .Checkerboard; BackgroundMode _backgroundMode = .Checkerboard;
@@ -39,29 +37,18 @@ namespace Sandbox
SamplerState _samplerPoint ~ _.ReleaseRef(); SamplerState _samplerPoint ~ _.ReleaseRef();
SamplerState _samplerLinear ~ _.ReleaseRef(); SamplerState _samplerLinear ~ _.ReleaseRef();
public this(GraphicsContext context, Renderer2D renderer2D, EffectLibrary effectLibrary = null) public this()
{ {
Log.EngineLogger.AssertDebug(context != null); _context = Renderer.[Friend]_context..AddRef();
_context = context; InitEffect();
_renderer = renderer2D;
InitEffect(effectLibrary);
InitState(); InitState();
// TODO: rasterizerstate and depthstencilstate // TODO: rasterizerstate and depthstencilstate
} }
private void InitEffect(EffectLibrary effectLibrary) private void InitEffect()
{ {
var effectLibrary; _effect = new Effect(_context, "content\\Shaders\\textureViewerShader.hlsl");
if(effectLibrary == null)
{
effectLibrary = new EffectLibrary(_context);
defer:: delete effectLibrary;
}
_effect = effectLibrary.Load("content\\Shaders\\textureViewerShader.hlsl");
} }
private void InitState() private void InitState()
@@ -174,6 +161,8 @@ namespace Sandbox
} }
} }
OrthographicCamera _camera = new OrthographicCamera() ~ delete _;
private void RenderTexture(Texture2D viewedTexture) private void RenderTexture(Texture2D viewedTexture)
{ {
Viewport vp = .(0, 0, _target.Width, _target.Height); Viewport vp = .(0, 0, _target.Width, _target.Height);
@@ -198,28 +187,38 @@ namespace Sandbox
_effect.Variables["AlphaOffset"].SetData(_alphaOffset); _effect.Variables["AlphaOffset"].SetData(_alphaOffset);
_effect.Variables["AlphaScale"].SetData(_alphaScale); _effect.Variables["AlphaScale"].SetData(_alphaScale);
_renderer.Begin(.SortByTexture, targetSize); _camera.Left = 0;
_camera.Top = 0;
_camera.Right = targetSize.X;
_camera.Bottom = -targetSize.Y;
_camera.NearPlane = -5;
_camera.FarPlane = 5;
_camera.Update();
Renderer2D.BeginScene(_camera);
switch(_backgroundMode) switch(_backgroundMode)
{ {
case .Black: case .Black:
_renderer.Draw(null, 0, 0, targetSize.X, targetSize.Y, .Black, 1); Renderer2D.DrawQuadPivotCorner(Vector3(0, 0, 1), targetSize, 0, .Black);
case .White: case .White:
_renderer.Draw(null, 0, 0, targetSize.X, targetSize.Y, .White, 1); Renderer2D.DrawQuadPivotCorner(Vector3(0, 0, 1), targetSize, 0, .White);
case .Checkerboard: case .Checkerboard:
float quadSize = 50.0f; float quadSize = 50.0f;
for(int x = 0; x < (targetSize.X / 500f) * 10f; x++) Vector2 numQuads = (targetSize / 500f) * 10f;
for(float x = 0; x < numQuads.X; x++)
{ {
for(int y = 0; y < (targetSize.Y / 500f) * 10f; y++) for(float y = 0; y < numQuads.Y; y++)
{ {
_renderer.Draw(null, x * quadSize, y * quadSize, quadSize, quadSize, ((x + y) % 2 == 0) ? .White : .Gray, 1); Renderer2D.DrawQuadPivotCorner(Vector3(x * quadSize, -y * quadSize, 1), quadSize.XX, 0, ((x + y) % 2 == 0) ? .White : .Gray);
} }
} }
break; break;
} }
_renderer.End(); Renderer2D.EndScene();
var sampler = viewedTexture.SamplerState; var sampler = viewedTexture.SamplerState;
@@ -231,11 +230,11 @@ namespace Sandbox
viewedTexture.SamplerState = _samplerLinear; viewedTexture.SamplerState = _samplerLinear;
} }
_renderer.Begin(.SortByTexture, targetSize, 100, _effect); Renderer2D.BeginScene(_camera, .SortByTexture, _effect);
_renderer.Draw(viewedTexture, _position.X, _position.Y, zoomedTextureSize.X, zoomedTextureSize.Y); Renderer2D.DrawQuadPivotCorner(Vector3(_position * .(1, -1), 0), zoomedTextureSize, 0, viewedTexture);
_renderer.End(); Renderer2D.EndScene();
viewedTexture.SamplerState = sampler; viewedTexture.SamplerState = sampler;
} }