UINT32 TextSprite::genTextQuads(UINT32 page, const TextDataBase& textData, UINT32 width, UINT32 height, TextHorzAlign horzAlign, TextVertAlign vertAlign, SpriteAnchor anchor, Vector2* vertices, Vector2* uv, UINT32* indices, UINT32 bufferSizeQuads) { UINT32 numLines = textData.getNumLines(); UINT32 newNumQuads = textData.getNumQuadsForPage(page); Vector2I* alignmentOffsets = bs_stack_new<Vector2I>(numLines); getAlignmentOffsets(textData, width, height, horzAlign, vertAlign, alignmentOffsets); Vector2I offset = getAnchorOffset(anchor, width, height); UINT32 quadOffset = 0; for(UINT32 i = 0; i < numLines; i++) { const TextDataBase::TextLine& line = textData.getLine(i); UINT32 writtenQuads = line.fillBuffer(page, vertices, uv, indices, quadOffset, bufferSizeQuads); Vector2I position = offset + alignmentOffsets[i]; UINT32 numVertices = writtenQuads * 4; for(UINT32 j = 0; j < numVertices; j++) { vertices[quadOffset * 4 + j].x += (float)position.x; vertices[quadOffset * 4 + j].y += (float)position.y; } quadOffset += writtenQuads; } bs_stack_delete(alignmentOffsets, numLines); return newNumQuads; }
void ImageSprite::update(const IMAGE_SPRITE_DESC& desc, UINT64 groupId) { if(desc.texture == nullptr || desc.texture->getTexture() == nullptr) { clearMesh(); return; } // Actually generate a mesh if(mCachedRenderElements.size() < 1) mCachedRenderElements.resize(1); bool useScale9Grid = desc.borderLeft > 0 || desc.borderRight > 0 || desc.borderTop > 0 || desc.borderBottom > 0; UINT32 numQuads = 1; if(useScale9Grid) numQuads = 9; UINT32 texPage = 0; SpriteRenderElement& renderElem = mCachedRenderElements[0]; { UINT32 newNumQuads = numQuads; if(newNumQuads != renderElem.numQuads) { UINT32 oldVertexCount = renderElem.numQuads * 4; UINT32 oldIndexCount = renderElem.numQuads * 6; if(renderElem.vertices != nullptr) bs_deleteN(renderElem.vertices, oldVertexCount); if(renderElem.uvs != nullptr) bs_deleteN(renderElem.uvs, oldVertexCount); if(renderElem.indexes != nullptr) bs_deleteN(renderElem.indexes, oldIndexCount); renderElem.vertices = bs_newN<Vector2>(newNumQuads * 4); renderElem.uvs = bs_newN<Vector2>(newNumQuads * 4); renderElem.indexes = bs_newN<UINT32>(newNumQuads * 6); renderElem.numQuads = newNumQuads; } const HTexture& tex = desc.texture->getTexture(); SpriteMaterialInfo& matInfo = renderElem.matInfo; matInfo.groupId = groupId; matInfo.texture = tex; matInfo.tint = desc.color; if (desc.transparent) renderElem.material = SpriteManager::instance().getImageTransparentMaterial(); else renderElem.material = SpriteManager::instance().getImageOpaqueMaterial(); texPage++; } for(UINT32 i = 0; i < numQuads; i++) { renderElem.indexes[i * 6 + 0] = i * 4 + 0; renderElem.indexes[i * 6 + 1] = i * 4 + 1; renderElem.indexes[i * 6 + 2] = i * 4 + 2; renderElem.indexes[i * 6 + 3] = i * 4 + 1; renderElem.indexes[i * 6 + 4] = i * 4 + 3; renderElem.indexes[i * 6 + 5] = i * 4 + 2; } Vector2I offset = getAnchorOffset(desc.anchor, desc.width, desc.height); Vector2 uvOffset = desc.uvOffset; Vector2 uvScale = desc.uvScale; if(useScale9Grid) { UINT32 leftBorder = desc.borderLeft; UINT32 rightBorder = desc.borderRight; UINT32 topBorder = desc.borderTop; UINT32 bottomBorder = desc.borderBottom; float centerWidth = (float)std::max((INT32)0, (INT32)desc.width - (INT32)leftBorder - (INT32)rightBorder); float centerHeight = (float)std::max((INT32)0, (INT32)desc.height - (INT32)topBorder - (INT32)bottomBorder); float topCenterStart = (float)(offset.x + leftBorder); float topRightStart = (float)(topCenterStart + centerWidth); float middleStart = (float)(offset.y + topBorder); float bottomStart = (float)(middleStart + centerHeight); // Top left renderElem.vertices[0] = Vector2((float)offset.x, (float)offset.y); renderElem.vertices[1] = Vector2((float)offset.x + leftBorder, (float)offset.y); renderElem.vertices[2] = Vector2((float)offset.x, middleStart); renderElem.vertices[3] = Vector2((float)offset.x + leftBorder, middleStart); // Top center renderElem.vertices[4] = Vector2(topCenterStart, (float)offset.y); renderElem.vertices[5] = Vector2(topCenterStart + centerWidth, (float)offset.y); renderElem.vertices[6] = Vector2(topCenterStart, middleStart); renderElem.vertices[7] = Vector2(topCenterStart + centerWidth, middleStart); // Top right renderElem.vertices[8] = Vector2(topRightStart, (float)offset.y); renderElem.vertices[9] = Vector2(topRightStart + rightBorder, (float)offset.y); renderElem.vertices[10] = Vector2(topRightStart, middleStart); renderElem.vertices[11] = Vector2(topRightStart + rightBorder, middleStart); // Middle left renderElem.vertices[12] = Vector2((float)offset.x, middleStart); renderElem.vertices[13] = Vector2((float)offset.x + leftBorder, middleStart); renderElem.vertices[14] = Vector2((float)offset.x, bottomStart); renderElem.vertices[15] = Vector2((float)offset.x + leftBorder, bottomStart); // Middle center renderElem.vertices[16] = Vector2(topCenterStart, middleStart); renderElem.vertices[17] = Vector2(topCenterStart + centerWidth, middleStart); renderElem.vertices[18] = Vector2(topCenterStart, bottomStart); renderElem.vertices[19] = Vector2(topCenterStart + centerWidth, bottomStart); // Middle right renderElem.vertices[20] = Vector2(topRightStart, middleStart); renderElem.vertices[21] = Vector2(topRightStart + rightBorder, middleStart); renderElem.vertices[22] = Vector2(topRightStart, bottomStart); renderElem.vertices[23] = Vector2(topRightStart + rightBorder, bottomStart); // Bottom left renderElem.vertices[24] = Vector2((float)offset.x, bottomStart); renderElem.vertices[25] = Vector2((float)offset.x + leftBorder, bottomStart); renderElem.vertices[26] = Vector2((float)offset.x, bottomStart + bottomBorder); renderElem.vertices[27] = Vector2((float)offset.x + leftBorder, bottomStart + bottomBorder); // Bottom center renderElem.vertices[28] = Vector2(topCenterStart, bottomStart); renderElem.vertices[29] = Vector2(topCenterStart + centerWidth, bottomStart); renderElem.vertices[30] = Vector2(topCenterStart, bottomStart + bottomBorder); renderElem.vertices[31] = Vector2(topCenterStart + centerWidth, bottomStart + bottomBorder); // Bottom right renderElem.vertices[32] = Vector2(topRightStart, bottomStart); renderElem.vertices[33] = Vector2(topRightStart + rightBorder, bottomStart); renderElem.vertices[34] = Vector2(topRightStart, bottomStart + bottomBorder); renderElem.vertices[35] = Vector2(topRightStart + rightBorder, bottomStart + bottomBorder); float invWidth = 1.0f / (float)desc.texture->getTexture()->getProperties().getWidth(); float invHeight = 1.0f / (float)desc.texture->getTexture()->getProperties().getHeight(); float uvLeftBorder = desc.borderLeft * invWidth; float uvRightBorder = desc.borderRight * invWidth; float uvTopBorder = desc.borderTop * invHeight; float uvBottomBorder = desc.borderBottom * invHeight; float uvCenterWidth = std::max(0.0f, uvScale.x - uvLeftBorder - uvRightBorder); float uvCenterHeight = std::max(0.0f, uvScale.y - uvTopBorder - uvBottomBorder); float uvTopCenterStart = uvOffset.x + uvLeftBorder; float uvTopRightStart = uvTopCenterStart + uvCenterWidth; float uvMiddleStart = uvOffset.y + uvTopBorder; float uvBottomStart = uvMiddleStart + uvCenterHeight; // UV - Top left renderElem.uvs[0] = desc.texture->transformUV(Vector2(uvOffset.x, uvOffset.y)); renderElem.uvs[1] = desc.texture->transformUV(Vector2(uvOffset.x + uvLeftBorder, uvOffset.y)); renderElem.uvs[2] = desc.texture->transformUV(Vector2(uvOffset.x, uvOffset.y + uvTopBorder)); renderElem.uvs[3] = desc.texture->transformUV(Vector2(uvOffset.x + uvLeftBorder, uvOffset.y + uvTopBorder)); // UV - Top center renderElem.uvs[4] = desc.texture->transformUV(Vector2(uvTopCenterStart, uvOffset.y)); renderElem.uvs[5] = desc.texture->transformUV(Vector2(uvTopCenterStart + uvCenterWidth, uvOffset.y)); renderElem.uvs[6] = desc.texture->transformUV(Vector2(uvTopCenterStart, uvOffset.y + uvTopBorder)); renderElem.uvs[7] = desc.texture->transformUV(Vector2(uvTopCenterStart + uvCenterWidth, uvOffset.y + uvTopBorder)); // UV - Top right renderElem.uvs[8] = desc.texture->transformUV(Vector2(uvTopRightStart, uvOffset.y)); renderElem.uvs[9] = desc.texture->transformUV(Vector2(uvTopRightStart + uvRightBorder, uvOffset.y)); renderElem.uvs[10] = desc.texture->transformUV(Vector2(uvTopRightStart, uvOffset.y + uvTopBorder)); renderElem.uvs[11] = desc.texture->transformUV(Vector2(uvTopRightStart + uvRightBorder, uvOffset.y + uvTopBorder)); // UV - Middle left renderElem.uvs[12] = desc.texture->transformUV(Vector2(uvOffset.x, uvMiddleStart)); renderElem.uvs[13] = desc.texture->transformUV(Vector2(uvOffset.x + uvLeftBorder, uvMiddleStart)); renderElem.uvs[14] = desc.texture->transformUV(Vector2(uvOffset.x, uvMiddleStart + uvCenterHeight)); renderElem.uvs[15] = desc.texture->transformUV(Vector2(uvOffset.x + uvLeftBorder, uvMiddleStart + uvCenterHeight)); // UV - Middle center renderElem.uvs[16] = desc.texture->transformUV(Vector2(uvTopCenterStart, uvMiddleStart)); renderElem.uvs[17] = desc.texture->transformUV(Vector2(uvTopCenterStart + uvCenterWidth, uvMiddleStart)); renderElem.uvs[18] = desc.texture->transformUV(Vector2(uvTopCenterStart, uvMiddleStart + uvCenterHeight)); renderElem.uvs[19] = desc.texture->transformUV(Vector2(uvTopCenterStart + uvCenterWidth, uvMiddleStart + uvCenterHeight)); // UV - Middle right renderElem.uvs[20] = desc.texture->transformUV(Vector2(uvTopRightStart, uvMiddleStart)); renderElem.uvs[21] = desc.texture->transformUV(Vector2(uvTopRightStart + uvRightBorder, uvMiddleStart)); renderElem.uvs[22] = desc.texture->transformUV(Vector2(uvTopRightStart, uvMiddleStart + uvCenterHeight)); renderElem.uvs[23] = desc.texture->transformUV(Vector2(uvTopRightStart + uvRightBorder, uvMiddleStart + uvCenterHeight)); // UV - Bottom left renderElem.uvs[24] = desc.texture->transformUV(Vector2(uvOffset.x, uvBottomStart)); renderElem.uvs[25] = desc.texture->transformUV(Vector2(uvOffset.x + uvLeftBorder, uvBottomStart)); renderElem.uvs[26] = desc.texture->transformUV(Vector2(uvOffset.x, uvBottomStart + uvBottomBorder)); renderElem.uvs[27] = desc.texture->transformUV(Vector2(uvOffset.x + uvLeftBorder, uvBottomStart + uvBottomBorder)); // UV - Bottom center renderElem.uvs[28] = desc.texture->transformUV(Vector2(uvTopCenterStart, uvBottomStart)); renderElem.uvs[29] = desc.texture->transformUV(Vector2(uvTopCenterStart + uvCenterWidth, uvBottomStart)); renderElem.uvs[30] = desc.texture->transformUV(Vector2(uvTopCenterStart, uvBottomStart + uvBottomBorder)); renderElem.uvs[31] = desc.texture->transformUV(Vector2(uvTopCenterStart + uvCenterWidth, uvBottomStart + uvBottomBorder)); // UV - Bottom right renderElem.uvs[32] = desc.texture->transformUV(Vector2(uvTopRightStart, uvBottomStart)); renderElem.uvs[33] = desc.texture->transformUV(Vector2(uvTopRightStart + uvRightBorder, uvBottomStart)); renderElem.uvs[34] = desc.texture->transformUV(Vector2(uvTopRightStart, uvBottomStart + uvBottomBorder)); renderElem.uvs[35] = desc.texture->transformUV(Vector2(uvTopRightStart + uvRightBorder, uvBottomStart + uvBottomBorder)); } else { renderElem.vertices[0] = Vector2((float)offset.x, (float)offset.y); renderElem.vertices[1] = Vector2((float)offset.x + desc.width, (float)offset.y); renderElem.vertices[2] = Vector2((float)offset.x, (float)offset.y + desc.height); renderElem.vertices[3] = Vector2((float)offset.x + desc.width, (float)offset.y + desc.height); renderElem.uvs[0] = desc.texture->transformUV(Vector2(uvOffset.x, uvOffset.y)); renderElem.uvs[1] = desc.texture->transformUV(Vector2(uvOffset.x + uvScale.x, uvOffset.y)); renderElem.uvs[2] = desc.texture->transformUV(Vector2(uvOffset.x, uvOffset.y + uvScale.y)); renderElem.uvs[3] = desc.texture->transformUV(Vector2(uvOffset.x + uvScale.x, uvOffset.y + uvScale.y)); } updateBounds(); }