feat(D.2b): textured-sprite path in TextRenderer + UV-rect DrawSprite
Add uUseTexture==2 (RGBA modulate) branch to ui_text.frag so dat sprites can be drawn through the existing 2D batcher without touching the font path. TextRenderer gains _spriteBufs (per-GL-handle List<float>), DrawSprite(), and a Flush block that issues one draw call per distinct texture with uUseTexture=2. Also adds DepthMask(false) in the state-save block (restored to true after) to prevent the transparent-quad pass from writing depth and corrupting the 3D scene if the UI is flushed mid-frame. TextureCache gains GetOrUpload(surfaceId, out width, out height) — caches pixel dimensions alongside the GL handle so UI 9-slice geometry can compute slice UVs from the source image size without a second decode. UiRenderContext gains a DrawSprite forwarder that applies the current 2D translate stack, matching the DrawRect / DrawRectOutline pattern. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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4 changed files with 70 additions and 2 deletions
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@ -14,6 +14,7 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
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private readonly GL _gl;
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private readonly DatCollection _dats;
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private readonly Dictionary<uint, uint> _handlesBySurfaceId = new();
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private readonly Dictionary<uint, (int w, int h)> _sizeBySurfaceId = new();
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/// <summary>
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/// Composite cache for surface-with-override-origtex entries (Phase 5
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/// TextureChanges). Key = (baseSurfaceId, overrideOrigTextureId),
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@ -80,6 +81,28 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
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return h;
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}
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/// <summary>
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/// Like <see cref="GetOrUpload(uint)"/> but also returns the decoded
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/// pixel dimensions. UI 9-slice geometry needs the source size to
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/// compute slice UVs. Cached alongside the handle.
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/// </summary>
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public uint GetOrUpload(uint surfaceId, out int width, out int height)
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{
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if (_handlesBySurfaceId.TryGetValue(surfaceId, out var existing)
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&& _sizeBySurfaceId.TryGetValue(surfaceId, out var sz))
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{
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width = sz.w; height = sz.h;
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return existing;
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}
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var decoded = DecodeFromDats(surfaceId, origTextureOverride: null, paletteOverride: null);
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uint h = UploadRgba8(decoded);
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_handlesBySurfaceId[surfaceId] = h;
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_sizeBySurfaceId[surfaceId] = (decoded.Width, decoded.Height);
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width = decoded.Width; height = decoded.Height;
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return h;
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}
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/// <summary>
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/// Alpha-channel histogram for one decoded texture. Used to diagnose
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/// "why are clouds not transparent" — if cloud textures come out with
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