| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #include "2D/BsTextSprite.h" |
| 4 | #include "Math/BsVector2.h" |
| 5 | #include "Math/BsPlane.h" |
| 6 | #include "Mesh/BsMeshUtility.h" |
| 7 | |
| 8 | namespace bs |
| 9 | { |
| 10 | Rect2I Sprite::getBounds(const Vector2I& offset, const Rect2I& clipRect) const |
| 11 | { |
| 12 | Rect2I bounds = mBounds; |
| 13 | |
| 14 | if(clipRect.width > 0 && clipRect.height > 0) |
| 15 | bounds.clip(clipRect); |
| 16 | |
| 17 | bounds.x += offset.x; |
| 18 | bounds.y += offset.y; |
| 19 | |
| 20 | return bounds; |
| 21 | } |
| 22 | |
| 23 | UINT32 Sprite::getNumRenderElements() const |
| 24 | { |
| 25 | return (UINT32)mCachedRenderElements.size(); |
| 26 | } |
| 27 | |
| 28 | const SpriteMaterialInfo& Sprite::getMaterialInfo(UINT32 renderElementIdx) const |
| 29 | { |
| 30 | return mCachedRenderElements.at(renderElementIdx).matInfo; |
| 31 | } |
| 32 | |
| 33 | SpriteMaterial* Sprite::getMaterial(UINT32 renderElementIdx) const |
| 34 | { |
| 35 | return mCachedRenderElements.at(renderElementIdx).material; |
| 36 | } |
| 37 | |
| 38 | UINT32 Sprite::getNumQuads(UINT32 renderElementIdx) const |
| 39 | { |
| 40 | return mCachedRenderElements.at(renderElementIdx).numQuads; |
| 41 | } |
| 42 | |
| 43 | UINT32 Sprite::fillBuffer(UINT8* vertices, UINT8* uv, UINT32* indices, UINT32 vertexOffset, UINT32 indexOffset, |
| 44 | UINT32 maxNumVerts, UINT32 maxNumIndices, UINT32 vertexStride, UINT32 indexStride, UINT32 renderElementIdx, |
| 45 | const Vector2I& offset, const Rect2I& clipRect, bool clip) const |
| 46 | { |
| 47 | const auto& renderElem = mCachedRenderElements.at(renderElementIdx); |
| 48 | |
| 49 | UINT32 startVert = vertexOffset; |
| 50 | UINT32 startIndex = indexOffset; |
| 51 | |
| 52 | UINT32 maxVertIdx = maxNumVerts; |
| 53 | UINT32 maxIndexIdx = maxNumIndices; |
| 54 | |
| 55 | UINT32 numVertices = renderElem.numQuads * 4; |
| 56 | UINT32 numIndices = renderElem.numQuads * 6; |
| 57 | |
| 58 | assert((startVert + numVertices) <= maxVertIdx); |
| 59 | assert((startIndex + numIndices) <= maxIndexIdx); |
| 60 | |
| 61 | UINT8* vertDst = vertices + startVert * vertexStride; |
| 62 | UINT8* uvDst = uv + startVert * vertexStride; |
| 63 | |
| 64 | // TODO - I'm sure this can be done in a more cache friendly way. Profile it later. |
| 65 | Vector2 vecOffset((float)offset.x, (float)offset.y); |
| 66 | if(clip) |
| 67 | { |
| 68 | for(UINT32 i = 0; i < renderElem.numQuads; i++) |
| 69 | { |
| 70 | UINT8* vecStart = vertDst; |
| 71 | UINT8* uvStart = uvDst; |
| 72 | UINT32 vertIdx = i * 4; |
| 73 | |
| 74 | memcpy(vertDst, &renderElem.vertices[vertIdx + 0], sizeof(Vector2)); |
| 75 | memcpy(uvDst, &renderElem.uvs[vertIdx + 0], sizeof(Vector2)); |
| 76 | |
| 77 | vertDst += vertexStride; |
| 78 | uvDst += vertexStride; |
| 79 | |
| 80 | memcpy(vertDst, &renderElem.vertices[vertIdx + 1], sizeof(Vector2)); |
| 81 | memcpy(uvDst, &renderElem.uvs[vertIdx + 1], sizeof(Vector2)); |
| 82 | |
| 83 | vertDst += vertexStride; |
| 84 | uvDst += vertexStride; |
| 85 | |
| 86 | memcpy(vertDst, &renderElem.vertices[vertIdx + 2], sizeof(Vector2)); |
| 87 | memcpy(uvDst, &renderElem.uvs[vertIdx + 2], sizeof(Vector2)); |
| 88 | |
| 89 | vertDst += vertexStride; |
| 90 | uvDst += vertexStride; |
| 91 | |
| 92 | memcpy(vertDst, &renderElem.vertices[vertIdx + 3], sizeof(Vector2)); |
| 93 | memcpy(uvDst, &renderElem.uvs[vertIdx + 3], sizeof(Vector2)); |
| 94 | |
| 95 | clipQuadsToRect(vecStart, uvStart, 1, vertexStride, clipRect); |
| 96 | |
| 97 | vertDst = vecStart; |
| 98 | Vector2* curVec = (Vector2*)vertDst; |
| 99 | *curVec += vecOffset; |
| 100 | |
| 101 | vertDst += vertexStride; |
| 102 | curVec = (Vector2*)vertDst; |
| 103 | *curVec += vecOffset; |
| 104 | |
| 105 | vertDst += vertexStride; |
| 106 | curVec = (Vector2*)vertDst; |
| 107 | *curVec += vecOffset; |
| 108 | |
| 109 | vertDst += vertexStride; |
| 110 | curVec = (Vector2*)vertDst; |
| 111 | *curVec += vecOffset; |
| 112 | |
| 113 | vertDst += vertexStride; |
| 114 | uvDst += vertexStride; |
| 115 | } |
| 116 | } |
| 117 | else |
| 118 | { |
| 119 | for(UINT32 i = 0; i < renderElem.numQuads; i++) |
| 120 | { |
| 121 | UINT8* vecStart = vertDst; |
| 122 | UINT32 vertIdx = i * 4; |
| 123 | |
| 124 | memcpy(vertDst, &renderElem.vertices[vertIdx + 0], sizeof(Vector2)); |
| 125 | memcpy(uvDst, &renderElem.uvs[vertIdx + 0], sizeof(Vector2)); |
| 126 | |
| 127 | vertDst += vertexStride; |
| 128 | uvDst += vertexStride; |
| 129 | |
| 130 | memcpy(vertDst, &renderElem.vertices[vertIdx + 1], sizeof(Vector2)); |
| 131 | memcpy(uvDst, &renderElem.uvs[vertIdx + 1], sizeof(Vector2)); |
| 132 | |
| 133 | vertDst += vertexStride; |
| 134 | uvDst += vertexStride; |
| 135 | |
| 136 | memcpy(vertDst, &renderElem.vertices[vertIdx + 2], sizeof(Vector2)); |
| 137 | memcpy(uvDst, &renderElem.uvs[vertIdx + 2], sizeof(Vector2)); |
| 138 | |
| 139 | vertDst += vertexStride; |
| 140 | uvDst += vertexStride; |
| 141 | |
| 142 | memcpy(vertDst, &renderElem.vertices[vertIdx + 3], sizeof(Vector2)); |
| 143 | memcpy(uvDst, &renderElem.uvs[vertIdx + 3], sizeof(Vector2)); |
| 144 | |
| 145 | vertDst = vecStart; |
| 146 | Vector2* curVec = (Vector2*)vertDst; |
| 147 | *curVec += vecOffset; |
| 148 | |
| 149 | vertDst += vertexStride; |
| 150 | curVec = (Vector2*)vertDst; |
| 151 | *curVec += vecOffset; |
| 152 | |
| 153 | vertDst += vertexStride; |
| 154 | curVec = (Vector2*)vertDst; |
| 155 | *curVec += vecOffset; |
| 156 | |
| 157 | vertDst += vertexStride; |
| 158 | curVec = (Vector2*)vertDst; |
| 159 | *curVec += vecOffset; |
| 160 | |
| 161 | vertDst += vertexStride; |
| 162 | uvDst += vertexStride; |
| 163 | } |
| 164 | } |
| 165 | |
| 166 | if(indices != nullptr) |
| 167 | memcpy(&indices[startIndex], renderElem.indexes, numIndices * sizeof(UINT32)); |
| 168 | |
| 169 | return renderElem.numQuads; |
| 170 | } |
| 171 | |
| 172 | Vector2I Sprite::getAnchorOffset(SpriteAnchor anchor, UINT32 width, UINT32 height) |
| 173 | { |
| 174 | switch(anchor) |
| 175 | { |
| 176 | case SA_TopLeft: |
| 177 | return -Vector2I(0, 0); |
| 178 | case SA_TopCenter: |
| 179 | return -Vector2I(width / 2, 0); |
| 180 | case SA_TopRight: |
| 181 | return -Vector2I(width, 0); |
| 182 | case SA_MiddleLeft: |
| 183 | return -Vector2I(0, height / 2); |
| 184 | case SA_MiddleCenter: |
| 185 | return -Vector2I(width / 2, height / 2); |
| 186 | case SA_MiddleRight: |
| 187 | return -Vector2I(width, height / 2); |
| 188 | case SA_BottomLeft: |
| 189 | return -Vector2I(0, height); |
| 190 | case SA_BottomCenter: |
| 191 | return -Vector2I(width / 2, height); |
| 192 | case SA_BottomRight: |
| 193 | return -Vector2I(width, height); |
| 194 | } |
| 195 | |
| 196 | return Vector2I(); |
| 197 | } |
| 198 | |
| 199 | void Sprite::updateBounds() const |
| 200 | { |
| 201 | Vector2 min; |
| 202 | Vector2 max; |
| 203 | |
| 204 | // Find starting point |
| 205 | bool foundStartingPoint = false; |
| 206 | for(auto& renderElem : mCachedRenderElements) |
| 207 | { |
| 208 | if(renderElem.vertices != nullptr && renderElem.numQuads > 0) |
| 209 | { |
| 210 | min = renderElem.vertices[0]; |
| 211 | max = renderElem.vertices[0]; |
| 212 | foundStartingPoint = true; |
| 213 | break; |
| 214 | } |
| 215 | } |
| 216 | |
| 217 | if(!foundStartingPoint) |
| 218 | { |
| 219 | mBounds = Rect2I(0, 0, 0, 0); |
| 220 | return; |
| 221 | } |
| 222 | |
| 223 | // Calculate bounds |
| 224 | for(auto& renderElem : mCachedRenderElements) |
| 225 | { |
| 226 | if(renderElem.vertices != nullptr && renderElem.numQuads > 0) |
| 227 | { |
| 228 | UINT32 vertexCount = renderElem.numQuads * 4; |
| 229 | |
| 230 | for(UINT32 i = 0; i < vertexCount; i++) |
| 231 | { |
| 232 | min = Vector2::min(min, renderElem.vertices[i]); |
| 233 | max = Vector2::max(max, renderElem.vertices[i]); |
| 234 | } |
| 235 | } |
| 236 | } |
| 237 | |
| 238 | mBounds = Rect2I((int)min.x, (int)min.y, (int)(max.x - min.x), (int)(max.y - min.y)); |
| 239 | } |
| 240 | |
| 241 | // This will only properly clip an array of quads |
| 242 | // Vertices in the quad must be in a specific order: top left, top right, bottom left, bottom right |
| 243 | // (0, 0) represents top left of the screen |
| 244 | void Sprite::clipQuadsToRect(UINT8* vertices, UINT8* uv, UINT32 numQuads, UINT32 vertStride, const Rect2I& clipRect) |
| 245 | { |
| 246 | float left = (float)clipRect.x; |
| 247 | float right = (float)clipRect.x + clipRect.width; |
| 248 | float top = (float)clipRect.y; |
| 249 | float bottom = (float)clipRect.y + clipRect.height; |
| 250 | |
| 251 | for(UINT32 i = 0; i < numQuads; i++) |
| 252 | { |
| 253 | Vector2* vecA = (Vector2*)(vertices); |
| 254 | Vector2* vecB = (Vector2*)(vertices + vertStride); |
| 255 | Vector2* vecC = (Vector2*)(vertices + vertStride * 2); |
| 256 | Vector2* vecD = (Vector2*)(vertices + vertStride * 3); |
| 257 | |
| 258 | Vector2* uvA = (Vector2*)(uv); |
| 259 | Vector2* uvB = (Vector2*)(uv + vertStride); |
| 260 | Vector2* uvC = (Vector2*)(uv + vertStride * 2); |
| 261 | Vector2* uvD = (Vector2*)(uv + vertStride * 3); |
| 262 | |
| 263 | // Attempt to skip those that are definitely not clipped |
| 264 | if(vecA->x >= left && vecB->x <= right && |
| 265 | vecA->y >= top && vecC->y <= bottom) |
| 266 | { |
| 267 | continue; |
| 268 | } |
| 269 | |
| 270 | // TODO - Skip those that are 100% clipped as well |
| 271 | |
| 272 | float du = (uvB->x - uvA->x) / (vecB->x - vecA->x); |
| 273 | float dv = (uvA->y - uvC->y) / (vecA->y - vecD->y); |
| 274 | |
| 275 | if(right < left) |
| 276 | std::swap(left, right); |
| 277 | |
| 278 | if(bottom < top) |
| 279 | std::swap(bottom, top); |
| 280 | |
| 281 | // Clip left |
| 282 | float newLeft = Math::clamp(vecA->x, left, right); |
| 283 | float uvLeftOffset = (newLeft - vecA->x) * du; |
| 284 | |
| 285 | // Clip right |
| 286 | float newRight = Math::clamp(vecB->x, left, right); |
| 287 | float uvRightOffset = (vecB->x - newRight) * du; |
| 288 | |
| 289 | // Clip top |
| 290 | float newTop = Math::clamp(vecA->y, top, bottom); |
| 291 | float uvTopOffset = (newTop - vecA->y) * dv; |
| 292 | |
| 293 | // Clip bottom |
| 294 | float newBottom = Math::clamp(vecC->y, top, bottom); |
| 295 | float uvBottomOffset = (vecC->y - newBottom) * dv; |
| 296 | |
| 297 | vecA->x = newLeft; |
| 298 | vecC->x = newLeft; |
| 299 | vecB->x = newRight; |
| 300 | vecD->x = newRight; |
| 301 | vecA->y = newTop; |
| 302 | vecB->y = newTop; |
| 303 | vecC->y = newBottom; |
| 304 | vecD->y = newBottom; |
| 305 | |
| 306 | uvA->x += uvLeftOffset; |
| 307 | uvC->x += uvLeftOffset; |
| 308 | uvB->x -= uvRightOffset; |
| 309 | uvD->x -= uvRightOffset; |
| 310 | uvA->y += uvTopOffset; |
| 311 | uvB->y += uvTopOffset; |
| 312 | uvC->y -= uvBottomOffset; |
| 313 | uvD->y -= uvBottomOffset; |
| 314 | |
| 315 | vertices += vertStride * 4; |
| 316 | uv += vertStride * 4; |
| 317 | } |
| 318 | } |
| 319 | |
| 320 | void Sprite::clipTrianglesToRect(UINT8* vertices, UINT8* uv, UINT32 numTris, UINT32 vertStride, const Rect2I& clipRect, |
| 321 | const std::function<void(Vector2*, Vector2*, UINT32)>& writeCallback) |
| 322 | { |
| 323 | Vector<Plane> clipPlanes = |
| 324 | { |
| 325 | Plane(Vector3(1.0f, 0.0f, 0.0f), (float)clipRect.x), |
| 326 | Plane(Vector3(-1.0f, 0.0f, 0.0f), (float)-(clipRect.x + (INT32)clipRect.width)), |
| 327 | Plane(Vector3(0.0f, 1.0f, 0.0f), (float)clipRect.y), |
| 328 | Plane(Vector3(0.0f, -1.0f, 0.0f), (float)-(clipRect.y + (INT32)clipRect.height)) |
| 329 | }; |
| 330 | |
| 331 | MeshUtility::clip2D(vertices, uv, numTris, vertStride, clipPlanes, writeCallback); |
| 332 | } |
| 333 | } |