| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456 |
- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "../../Precompiled.h"
- #include "../Graphics.h"
- #include "../Texture.h"
- #include "Text3DText.h"
- #include "Text3DBatch.h"
- #include "../../DebugNew.h"
- namespace Atomic
- {
- Vector3 Text3DBatch::posAdjust(0.0f, 0.0f, 0.0f);
- Text3DBatch::Text3DBatch() :
- element_(0),
- blendMode_(BLEND_REPLACE),
- texture_(0),
- invTextureSize_(Vector2::ONE),
- vertexData_(0),
- vertexStart_(0),
- vertexEnd_(0),
- useGradient_(false)
- {
- SetDefaultColor();
- }
- Text3DBatch::Text3DBatch(Text3DText* element, BlendMode blendMode, const IntRect& scissor, Texture* texture, PODVector<float>* vertexData) :
- element_(element),
- blendMode_(blendMode),
- scissor_(scissor),
- texture_(texture),
- invTextureSize_(texture ? Vector2(1.0f / (float)texture->GetWidth(), 1.0f / (float)texture->GetHeight()) : Vector2::ONE),
- vertexData_(vertexData),
- vertexStart_(vertexData->Size()),
- vertexEnd_(vertexData->Size())
- {
- SetDefaultColor();
- }
- void Text3DBatch::SetColor(const Color& color)
- {
- color_ = color.ToUInt();
- }
- void Text3DBatch::SetDefaultColor()
- {
- if (element_)
- {
- color_ = element_->GetColor().ToUInt();
- useGradient_ = element_->HasColorGradient();
- }
- else
- {
- color_ = 0xffffffff;
- useGradient_ = false;
- }
- }
- void Text3DBatch::AddQuad(float x, float y, float width, float height, int texOffsetX, int texOffsetY, int texWidth, int texHeight)
- {
- unsigned topLeftColor, topRightColor, bottomLeftColor, bottomRightColor;
- if (!useGradient_)
- {
- // If alpha is 0, nothing will be rendered, so do not add the quad
- if (!(color_ & 0xff000000))
- return;
- topLeftColor = color_;
- topRightColor = color_;
- bottomLeftColor = color_;
- bottomRightColor = color_;
- }
- else
- {
- topLeftColor = GetInterpolatedColor(x, y);
- topRightColor = GetInterpolatedColor(x + width, y);
- bottomLeftColor = GetInterpolatedColor(x, y + height);
- bottomRightColor = GetInterpolatedColor(x + width, y + height);
- }
- const IntVector2& screenPos = IntVector2::ZERO; //element_->GetScreenPosition();
- float left = x + screenPos.x_ - posAdjust.x_;
- float right = left + width;
- float top = y + screenPos.y_ - posAdjust.x_;
- float bottom = top + height;
- float leftUV = texOffsetX * invTextureSize_.x_;
- float topUV = texOffsetY * invTextureSize_.y_;
- float rightUV = (texOffsetX + (texWidth ? texWidth : width)) * invTextureSize_.x_;
- float bottomUV = (texOffsetY + (texHeight ? texHeight : height)) * invTextureSize_.y_;
- unsigned begin = vertexData_->Size();
- vertexData_->Resize(begin + 6 * TEXT3D_VERTEX_SIZE);
- float* dest = &(vertexData_->At(begin));
- vertexEnd_ = vertexData_->Size();
- dest[0] = left;
- dest[1] = top;
- dest[2] = 0.0f;
- ((unsigned&)dest[3]) = topLeftColor;
- dest[4] = leftUV;
- dest[5] = topUV;
- dest[6] = right;
- dest[7] = top;
- dest[8] = 0.0f;
- ((unsigned&)dest[9]) = topRightColor;
- dest[10] = rightUV;
- dest[11] = topUV;
- dest[12] = left;
- dest[13] = bottom;
- dest[14] = 0.0f;
- ((unsigned&)dest[15]) = bottomLeftColor;
- dest[16] = leftUV;
- dest[17] = bottomUV;
- dest[18] = right;
- dest[19] = top;
- dest[20] = 0.0f;
- ((unsigned&)dest[21]) = topRightColor;
- dest[22] = rightUV;
- dest[23] = topUV;
- dest[24] = right;
- dest[25] = bottom;
- dest[26] = 0.0f;
- ((unsigned&)dest[27]) = bottomRightColor;
- dest[28] = rightUV;
- dest[29] = bottomUV;
- dest[30] = left;
- dest[31] = bottom;
- dest[32] = 0.0f;
- ((unsigned&)dest[33]) = bottomLeftColor;
- dest[34] = leftUV;
- dest[35] = bottomUV;
- }
- void Text3DBatch::AddQuad(const Matrix3x4& transform, int x, int y, int width, int height, int texOffsetX, int texOffsetY,
- int texWidth, int texHeight)
- {
- unsigned topLeftColor, topRightColor, bottomLeftColor, bottomRightColor;
- if (!useGradient_)
- {
- // If alpha is 0, nothing will be rendered, so do not add the quad
- if (!(color_ & 0xff000000))
- return;
- topLeftColor = color_;
- topRightColor = color_;
- bottomLeftColor = color_;
- bottomRightColor = color_;
- }
- else
- {
- topLeftColor = GetInterpolatedColor(x, y);
- topRightColor = GetInterpolatedColor(x + width, y);
- bottomLeftColor = GetInterpolatedColor(x, y + height);
- bottomRightColor = GetInterpolatedColor(x + width, y + height);
- }
- Vector3 v1 = (transform * Vector3((float)x, (float)y, 0.0f)) - posAdjust;
- Vector3 v2 = (transform * Vector3((float)x + (float)width, (float)y, 0.0f)) - posAdjust;
- Vector3 v3 = (transform * Vector3((float)x, (float)y + (float)height, 0.0f)) - posAdjust;
- Vector3 v4 = (transform * Vector3((float)x + (float)width, (float)y + (float)height, 0.0f)) - posAdjust;
- float leftUV = ((float)texOffsetX) * invTextureSize_.x_;
- float topUV = ((float)texOffsetY) * invTextureSize_.y_;
- float rightUV = ((float)(texOffsetX + (texWidth ? texWidth : width))) * invTextureSize_.x_;
- float bottomUV = ((float)(texOffsetY + (texHeight ? texHeight : height))) * invTextureSize_.y_;
- unsigned begin = vertexData_->Size();
- vertexData_->Resize(begin + 6 * TEXT3D_VERTEX_SIZE);
- float* dest = &(vertexData_->At(begin));
- vertexEnd_ = vertexData_->Size();
- dest[0] = v1.x_;
- dest[1] = v1.y_;
- dest[2] = 0.0f;
- ((unsigned&)dest[3]) = topLeftColor;
- dest[4] = leftUV;
- dest[5] = topUV;
- dest[6] = v2.x_;
- dest[7] = v2.y_;
- dest[8] = 0.0f;
- ((unsigned&)dest[9]) = topRightColor;
- dest[10] = rightUV;
- dest[11] = topUV;
- dest[12] = v3.x_;
- dest[13] = v3.y_;
- dest[14] = 0.0f;
- ((unsigned&)dest[15]) = bottomLeftColor;
- dest[16] = leftUV;
- dest[17] = bottomUV;
- dest[18] = v2.x_;
- dest[19] = v2.y_;
- dest[20] = 0.0f;
- ((unsigned&)dest[21]) = topRightColor;
- dest[22] = rightUV;
- dest[23] = topUV;
- dest[24] = v4.x_;
- dest[25] = v4.y_;
- dest[26] = 0.0f;
- ((unsigned&)dest[27]) = bottomRightColor;
- dest[28] = rightUV;
- dest[29] = bottomUV;
- dest[30] = v3.x_;
- dest[31] = v3.y_;
- dest[32] = 0.0f;
- ((unsigned&)dest[33]) = bottomLeftColor;
- dest[34] = leftUV;
- dest[35] = bottomUV;
- }
- void Text3DBatch::AddQuad(int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth, int texHeight, bool tiled)
- {
- if (!(element_->HasColorGradient() || element_->GetColor().ToUInt() & 0xff000000))
- return; // No gradient and alpha is 0, so do not add the quad
- if (!tiled)
- {
- AddQuad(x, y, width, height, texOffsetX, texOffsetY, texWidth, texHeight);
- return;
- }
- int tileX = 0;
- int tileY = 0;
- int tileW = 0;
- int tileH = 0;
- while (tileY < height)
- {
- tileX = 0;
- tileH = Min(height - tileY, texHeight);
- while (tileX < width)
- {
- tileW = Min(width - tileX, texWidth);
- AddQuad(x + tileX, y + tileY, tileW, tileH, texOffsetX, texOffsetY, tileW, tileH);
- tileX += tileW;
- }
- tileY += tileH;
- }
- }
- void Text3DBatch::AddQuad(const Matrix3x4& transform, const IntVector2& a, const IntVector2& b, const IntVector2& c, const IntVector2& d,
- const IntVector2& texA, const IntVector2& texB, const IntVector2& texC, const IntVector2& texD)
- {
- Vector3 v1 = (transform * Vector3((float)a.x_, (float)a.y_, 0.0f)) - posAdjust;
- Vector3 v2 = (transform * Vector3((float)b.x_, (float)b.y_, 0.0f)) - posAdjust;
- Vector3 v3 = (transform * Vector3((float)c.x_, (float)c.y_, 0.0f)) - posAdjust;
- Vector3 v4 = (transform * Vector3((float)d.x_, (float)d.y_, 0.0f)) - posAdjust;
- Vector2 uv1((float)texA.x_ * invTextureSize_.x_, (float)texA.y_ * invTextureSize_.y_);
- Vector2 uv2((float)texB.x_ * invTextureSize_.x_, (float)texB.y_ * invTextureSize_.y_);
- Vector2 uv3((float)texC.x_ * invTextureSize_.x_, (float)texC.y_ * invTextureSize_.y_);
- Vector2 uv4((float)texD.x_ * invTextureSize_.x_, (float)texD.y_ * invTextureSize_.y_);
- unsigned begin = vertexData_->Size();
- vertexData_->Resize(begin + 6 * TEXT3D_VERTEX_SIZE);
- float* dest = &(vertexData_->At(begin));
- vertexEnd_ = vertexData_->Size();
- dest[0] = v1.x_;
- dest[1] = v1.y_;
- dest[2] = 0.0f;
- ((unsigned&)dest[3]) = color_;
- dest[4] = uv1.x_;
- dest[5] = uv1.y_;
- dest[6] = v2.x_;
- dest[7] = v2.y_;
- dest[8] = 0.0f;
- ((unsigned&)dest[9]) = color_;
- dest[10] = uv2.x_;
- dest[11] = uv2.y_;
-
- dest[12] = v3.x_;
- dest[13] = v3.y_;
- dest[14] = 0.0f;
- ((unsigned&)dest[15]) = color_;
- dest[16] = uv3.x_;
- dest[17] = uv3.y_;
- dest[18] = v1.x_;
- dest[19] = v1.y_;
- dest[20] = 0.0f;
- ((unsigned&)dest[21]) = color_;
- dest[22] = uv1.x_;
- dest[23] = uv1.y_;
- dest[24] = v3.x_;
- dest[25] = v3.y_;
- dest[26] = 0.0f;
- ((unsigned&)dest[27]) = color_;
- dest[28] = uv3.x_;
- dest[29] = uv3.y_;
- dest[30] = v4.x_;
- dest[31] = v4.y_;
- dest[32] = 0.0f;
- ((unsigned&)dest[33]) = color_;
- dest[34] = uv4.x_;
- dest[35] = uv4.y_;
- }
- void Text3DBatch::AddQuad(const Matrix3x4& transform, const IntVector2& a, const IntVector2& b, const IntVector2& c, const IntVector2& d,
- const IntVector2& texA, const IntVector2& texB, const IntVector2& texC, const IntVector2& texD, const Color& colA,
- const Color& colB, const Color& colC, const Color& colD)
- {
- Vector3 v1 = (transform * Vector3((float)a.x_, (float)a.y_, 0.0f)) - posAdjust;
- Vector3 v2 = (transform * Vector3((float)b.x_, (float)b.y_, 0.0f)) - posAdjust;
- Vector3 v3 = (transform * Vector3((float)c.x_, (float)c.y_, 0.0f)) - posAdjust;
- Vector3 v4 = (transform * Vector3((float)d.x_, (float)d.y_, 0.0f)) - posAdjust;
- Vector2 uv1((float)texA.x_ * invTextureSize_.x_, (float)texA.y_ * invTextureSize_.y_);
- Vector2 uv2((float)texB.x_ * invTextureSize_.x_, (float)texB.y_ * invTextureSize_.y_);
- Vector2 uv3((float)texC.x_ * invTextureSize_.x_, (float)texC.y_ * invTextureSize_.y_);
- Vector2 uv4((float)texD.x_ * invTextureSize_.x_, (float)texD.y_ * invTextureSize_.y_);
- unsigned c1 = colA.ToUInt();
- unsigned c2 = colB.ToUInt();
- unsigned c3 = colC.ToUInt();
- unsigned c4 = colD.ToUInt();
- unsigned begin = vertexData_->Size();
- vertexData_->Resize(begin + 6 * TEXT3D_VERTEX_SIZE);
- float* dest = &(vertexData_->At(begin));
- vertexEnd_ = vertexData_->Size();
- dest[0] = v1.x_;
- dest[1] = v1.y_;
- dest[2] = 0.0f;
- ((unsigned&)dest[3]) = c1;
- dest[4] = uv1.x_;
- dest[5] = uv1.y_;
- dest[6] = v2.x_;
- dest[7] = v2.y_;
- dest[8] = 0.0f;
- ((unsigned&)dest[9]) = c2;
- dest[10] = uv2.x_;
- dest[11] = uv2.y_;
-
- dest[12] = v3.x_;
- dest[13] = v3.y_;
- dest[14] = 0.0f;
- ((unsigned&)dest[15]) = c3;
- dest[16] = uv3.x_;
- dest[17] = uv3.y_;
- dest[18] = v1.x_;
- dest[19] = v1.y_;
- dest[20] = 0.0f;
- ((unsigned&)dest[21]) = c1;
- dest[22] = uv1.x_;
- dest[23] = uv1.y_;
- dest[24] = v3.x_;
- dest[25] = v3.y_;
- dest[26] = 0.0f;
- ((unsigned&)dest[27]) = c3;
- dest[28] = uv3.x_;
- dest[29] = uv3.y_;
- dest[30] = v4.x_;
- dest[31] = v4.y_;
- dest[32] = 0.0f;
- ((unsigned&)dest[33]) = c4;
- dest[34] = uv4.x_;
- dest[35] = uv4.y_;
- }
- bool Text3DBatch::Merge(const Text3DBatch& batch)
- {
- if (batch.blendMode_ != blendMode_ ||
- batch.scissor_ != scissor_ ||
- batch.texture_ != texture_ ||
- batch.vertexData_ != vertexData_ ||
- batch.vertexStart_ != vertexEnd_)
- return false;
- vertexEnd_ = batch.vertexEnd_;
- return true;
- }
- unsigned Text3DBatch::GetInterpolatedColor(float x, float y)
- {
- const IntVector2& size = element_->GetSize();
- if (size.x_ && size.y_)
- {
- float cLerpX = Clamp(x / (float)size.x_, 0.0f, 1.0f);
- float cLerpY = Clamp(y / (float)size.y_, 0.0f, 1.0f);
- Color topColor = element_->GetColor(C_TOPLEFT).Lerp(element_->GetColor(C_TOPRIGHT), cLerpX);
- Color bottomColor = element_->GetColor(C_BOTTOMLEFT).Lerp(element_->GetColor(C_BOTTOMRIGHT), cLerpX);
- Color color = topColor.Lerp(bottomColor, cLerpY);
- color.a_ *= element_->GetOpacity();
- return color.ToUInt();
- }
- else
- {
- Color color = element_->GetColor(C_TOPLEFT);
- color.a_ *= element_->GetOpacity();
- return color.ToUInt();
- }
- }
- void Text3DBatch::AddOrMerge(const Text3DBatch& batch, PODVector<Text3DBatch>& batches)
- {
- if (batch.vertexEnd_ == batch.vertexStart_)
- return;
- if (!batches.Empty() && batches.Back().Merge(batch))
- return;
- batches.Push(batch);
- }
- }
|