MoonWorks/src/Graphics/Font/TextBatch.cs

152 lines
4.3 KiB
C#

using System;
using System.Runtime.InteropServices;
using WellspringCS;
namespace MoonWorks.Graphics.Font
{
public unsafe class TextBatch : GraphicsResource
{
public const int INITIAL_CHAR_COUNT = 64;
public const int INITIAL_VERTEX_COUNT = INITIAL_CHAR_COUNT * 4;
public const int INITIAL_INDEX_COUNT = INITIAL_CHAR_COUNT * 6;
private GraphicsDevice GraphicsDevice { get; }
public IntPtr Handle { get; }
public Buffer VertexBuffer { get; protected set; } = null;
public Buffer IndexBuffer { get; protected set; } = null;
public uint PrimitiveCount { get; protected set; }
public Font CurrentFont { get; private set; }
private byte* StringBytes;
private int StringBytesLength;
public TextBatch(GraphicsDevice device) : base(device)
{
GraphicsDevice = device;
Handle = Wellspring.Wellspring_CreateTextBatch();
StringBytesLength = 128;
StringBytes = (byte*) NativeMemory.Alloc((nuint) StringBytesLength);
VertexBuffer = Buffer.Create<Vertex>(GraphicsDevice, BufferUsageFlags.Vertex, INITIAL_VERTEX_COUNT);
IndexBuffer = Buffer.Create<uint>(GraphicsDevice, BufferUsageFlags.Index, INITIAL_INDEX_COUNT);
}
// Call this to initialize or reset the batch.
public void Start(Font font)
{
Wellspring.Wellspring_StartTextBatch(Handle, font.Handle);
CurrentFont = font;
PrimitiveCount = 0;
}
// Add text with size and color to the batch
public unsafe bool Add(
string text,
int pixelSize,
Color color,
HorizontalAlignment horizontalAlignment = HorizontalAlignment.Left,
VerticalAlignment verticalAlignment = VerticalAlignment.Baseline
) {
var byteCount = System.Text.Encoding.UTF8.GetByteCount(text);
if (StringBytesLength < byteCount)
{
StringBytes = (byte*) NativeMemory.Realloc(StringBytes, (nuint) byteCount);
}
fixed (char* chars = text)
{
System.Text.Encoding.UTF8.GetBytes(chars, text.Length, StringBytes, byteCount);
var result = Wellspring.Wellspring_AddToTextBatch(
Handle,
pixelSize,
new Wellspring.Color { R = color.R, G = color.G, B = color.B, A = color.A },
(Wellspring.HorizontalAlignment) horizontalAlignment,
(Wellspring.VerticalAlignment) verticalAlignment,
(IntPtr) StringBytes,
(uint) byteCount
);
if (result == 0)
{
Logger.LogWarn("Could not decode string: " + text);
return false;
}
}
return true;
}
// Call this after you have made all the Add calls you want, but before beginning a render pass.
public unsafe void UploadBufferData(CommandBuffer commandBuffer)
{
Wellspring.Wellspring_GetBufferData(
Handle,
out uint vertexCount,
out IntPtr vertexDataPointer,
out uint vertexDataLengthInBytes,
out IntPtr indexDataPointer,
out uint indexDataLengthInBytes
);
if (VertexBuffer.Size < vertexDataLengthInBytes)
{
VertexBuffer.Dispose();
VertexBuffer = new Buffer(GraphicsDevice, BufferUsageFlags.Vertex, vertexDataLengthInBytes);
}
if (IndexBuffer.Size < indexDataLengthInBytes)
{
IndexBuffer.Dispose();
IndexBuffer = new Buffer(GraphicsDevice, BufferUsageFlags.Index, vertexDataLengthInBytes);
}
if (vertexDataLengthInBytes > 0 && indexDataLengthInBytes > 0)
{
commandBuffer.SetBufferData(VertexBuffer, vertexDataPointer, 0, vertexDataLengthInBytes);
commandBuffer.SetBufferData(IndexBuffer, indexDataPointer, 0, indexDataLengthInBytes);
}
PrimitiveCount = vertexCount / 2;
}
// Call this AFTER binding your text pipeline!
public void Render(CommandBuffer commandBuffer, Math.Float.Matrix4x4 transformMatrix)
{
commandBuffer.BindFragmentSamplers(new TextureSamplerBinding(
CurrentFont.Texture,
GraphicsDevice.LinearSampler
));
commandBuffer.BindVertexBuffers(VertexBuffer);
commandBuffer.BindIndexBuffer(IndexBuffer, IndexElementSize.ThirtyTwo);
commandBuffer.DrawIndexedPrimitives(
0,
0,
PrimitiveCount,
commandBuffer.PushVertexShaderUniforms(transformMatrix),
commandBuffer.PushFragmentShaderUniforms(CurrentFont.DistanceRange)
);
}
protected override void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (disposing)
{
VertexBuffer.Dispose();
IndexBuffer.Dispose();
}
NativeMemory.Free(StringBytes);
Wellspring.Wellspring_DestroyTextBatch(Handle);
}
base.Dispose(disposing);
}
}
}