acdream/src/AcDream.App/Rendering/TextRenderer.cs
Erik 0500646f08 fix(D.2b): draw UI chrome behind content (TextRenderer Flush layer order)
TextRenderer.Flush batched by primitive type and flushed rects -> text ->
sprites LAST, so the 8-piece chrome (incl. the center fill) painted OVER the
vital bars + numbers ("the window is drawn in front of the bars"). Reorder to
sprites -> rects -> text so chrome composites behind widget fills + text.

Correct while bars are solid rects; when bars become gradient SPRITES this must
move to true submission/painter order (sprite-on-sprite z) — noted inline as the
D.2b follow-up.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:49:52 +02:00

275 lines
9.9 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using System.Runtime.InteropServices;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
/// <summary>
/// 2D batched quad renderer for text + solid rectangles. Coordinates are in
/// screen pixels with origin top-left, +X right, +Y down. Call
/// <see cref="Begin"/> at the start of a HUD pass, queue geometry via
/// <see cref="DrawString"/> / <see cref="DrawRect"/>, then <see cref="Flush"/>.
///
/// Uses two internal vertex buffers (text and rect) flushed in two draw calls
/// to avoid a per-vertex "use texture" flag. Rects are drawn first so text
/// sits on top of background panels.
/// </summary>
public sealed unsafe class TextRenderer : IDisposable
{
private const int FloatsPerVertex = 8; // pos(2) + uv(2) + color(4)
private readonly GL _gl;
private readonly Shader _shader;
private readonly uint _vao;
private readonly uint _vbo;
private int _vboCapacityBytes;
private readonly List<float> _textBuf = new(8192);
private readonly List<float> _rectBuf = new(1024);
private readonly Dictionary<uint, List<float>> _spriteBufs = new();
private int _textVerts;
private int _rectVerts;
private Vector2 _screenSize;
public TextRenderer(GL gl, string shaderDir)
{
_gl = gl;
_shader = new Shader(gl,
Path.Combine(shaderDir, "ui_text.vert"),
Path.Combine(shaderDir, "ui_text.frag"));
_vao = _gl.GenVertexArray();
_vbo = _gl.GenBuffer();
_gl.BindVertexArray(_vao);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
uint stride = FloatsPerVertex * sizeof(float);
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, stride, (void*)0);
_gl.EnableVertexAttribArray(1);
_gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, stride, (void*)(2 * sizeof(float)));
_gl.EnableVertexAttribArray(2);
_gl.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, stride, (void*)(4 * sizeof(float)));
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
_gl.BindVertexArray(0);
}
/// <summary>Begin a HUD pass. Call once per frame before any Draw* calls.</summary>
public void Begin(Vector2 screenSize)
{
_screenSize = screenSize;
_textBuf.Clear();
_rectBuf.Clear();
foreach (var b in _spriteBufs.Values) b.Clear();
_textVerts = 0;
_rectVerts = 0;
}
/// <summary>Draw a filled rectangle in screen pixel space.</summary>
public void DrawRect(float x, float y, float w, float h, Vector4 color)
{
AppendQuad(_rectBuf, x, y, w, h, 0, 0, 0, 0, color);
_rectVerts += 6;
}
/// <summary>Draw a 1-pixel-thick outline rect.</summary>
public void DrawRectOutline(float x, float y, float w, float h, Vector4 color, float thickness = 1f)
{
// top, bottom, left, right
DrawRect(x, y, w, thickness, color);
DrawRect(x, y + h - thickness, w, thickness, color);
DrawRect(x, y, thickness, h, color);
DrawRect(x + w - thickness, y, thickness, h, color);
}
/// <summary>
/// Draw a single line of text at (x,y) where (x,y) is the top-left of the
/// typographic block. Handles '\n' as a line break.
/// </summary>
public void DrawString(BitmapFont font, string text, float x, float y, Vector4 color)
{
float cursorX = x;
// The caller provides top-y; shift to baseline for glyph offset math.
float baseline = y + font.Ascent;
for (int i = 0; i < text.Length; i++)
{
char c = text[i];
if (c == '\n')
{
cursorX = x;
baseline += font.LineHeight;
continue;
}
if (!font.TryGetGlyph(c, out var g))
{
// Unknown glyph — skip its advance width if '?' exists.
if (font.TryGetGlyph('?', out var q))
cursorX += q.Advance;
continue;
}
float gx = cursorX + g.OffsetX;
float gy = baseline + g.OffsetY;
float gw = g.Width;
float gh = g.Height;
if (gw > 0 && gh > 0)
{
AppendQuad(_textBuf,
gx, gy, gw, gh,
g.UvMinX, g.UvMinY, g.UvMaxX, g.UvMaxY,
color);
_textVerts += 6;
}
cursorX += g.Advance;
}
}
/// <summary>
/// Draw a textured sprite quad in screen pixel space with an explicit
/// source-UV rectangle (for 9-slice / atlas sub-regions). Batched per
/// GL texture handle; flushed with uUseTexture=2 (RGBA modulate).
/// </summary>
public void DrawSprite(uint texture, float x, float y, float w, float h,
float u0, float v0, float u1, float v1, Vector4 tint)
{
if (!_spriteBufs.TryGetValue(texture, out var buf))
{
buf = new List<float>(256);
_spriteBufs[texture] = buf;
}
AppendQuad(buf, x, y, w, h, u0, v0, u1, v1, tint);
}
private static void AppendQuad(List<float> buf,
float x, float y, float w, float h,
float u0, float v0, float u1, float v1, Vector4 color)
{
// Two triangles (6 verts). CCW in pixel space is clockwise in NDC
// because the vertex shader flips Y, so OpenGL's default front-face
// is GL_CCW — we rely on cull-face being disabled during HUD pass.
// (x, y) ─ (x+w, y)
// │ │
// (x, y+h) ─ (x+w, y+h)
//
// Triangle 1: (x,y) (x+w,y+h) (x+w,y)
// Triangle 2: (x,y) (x,y+h) (x+w,y+h)
void V(float px, float py, float pu, float pv)
{
buf.Add(px); buf.Add(py);
buf.Add(pu); buf.Add(pv);
buf.Add(color.X); buf.Add(color.Y); buf.Add(color.Z); buf.Add(color.W);
}
V(x, y, u0, v0);
V(x + w, y + h, u1, v1);
V(x + w, y, u1, v0);
V(x, y, u0, v0);
V(x, y + h, u0, v1);
V(x + w, y + h, u1, v1);
}
/// <summary>Upload + draw accumulated rects + text. font may be null if only DrawRect was used.</summary>
public void Flush(BitmapFont? font)
{
bool hasSprites = false;
foreach (var b in _spriteBufs.Values) if (b.Count > 0) { hasSprites = true; break; }
if (_textVerts == 0 && _rectVerts == 0 && !hasSprites) return;
_shader.Use();
_shader.SetVec2("uScreenSize", _screenSize);
_gl.BindVertexArray(_vao);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
// Save GL state.
bool wasDepth = _gl.IsEnabled(EnableCap.DepthTest);
bool wasBlend = _gl.IsEnabled(EnableCap.Blend);
bool wasCull = _gl.IsEnabled(EnableCap.CullFace);
_gl.Disable(EnableCap.DepthTest);
_gl.Disable(EnableCap.CullFace);
_gl.DepthMask(false);
_gl.Enable(EnableCap.Blend);
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
// LAYERED compositing for the UI (background → fill → text):
// 1. RGBA dat sprites — window chrome / panel backgrounds (behind)
// 2. Untextured rects — widget fills (e.g. vital bars) on the chrome
// 3. Text glyphs — on top
// NOTE: this type-bucketed order is correct while bars are solid rects.
// When bars become gradient SPRITES, this must move to true submission
// (painter) order so sprite-on-sprite z is preserved (D.2b follow-up).
// 1. RGBA dat sprites first — one draw call per distinct GL texture.
if (hasSprites)
{
_shader.SetInt("uUseTexture", 2);
_gl.ActiveTexture(TextureUnit.Texture0);
_shader.SetInt("uTex", 0);
foreach (var kv in _spriteBufs)
{
if (kv.Value.Count == 0) continue;
_gl.BindTexture(TextureTarget.Texture2D, kv.Key);
UploadBuffer(kv.Value);
_gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)(kv.Value.Count / FloatsPerVertex));
}
}
// 2. Untextured rects — widget fills on top of the chrome.
if (_rectVerts > 0)
{
_shader.SetInt("uUseTexture", 0);
UploadBuffer(_rectBuf);
_gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)_rectVerts);
}
// 3. Textured text glyphs on top.
if (_textVerts > 0 && font is not null)
{
_shader.SetInt("uUseTexture", 1);
_gl.ActiveTexture(TextureUnit.Texture0);
_gl.BindTexture(TextureTarget.Texture2D, font.TextureId);
_shader.SetInt("uTex", 0);
UploadBuffer(_textBuf);
_gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)_textVerts);
}
// Restore GL state.
_gl.DepthMask(true);
if (!wasBlend) _gl.Disable(EnableCap.Blend);
if (wasCull) _gl.Enable(EnableCap.CullFace);
if (wasDepth) _gl.Enable(EnableCap.DepthTest);
_gl.BindVertexArray(0);
}
private void UploadBuffer(List<float> buf)
{
int bytes = buf.Count * sizeof(float);
if (bytes == 0) return;
if (bytes > _vboCapacityBytes)
{
fixed (float* p = CollectionsMarshal.AsSpan(buf))
_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)bytes, p, BufferUsageARB.DynamicDraw);
_vboCapacityBytes = bytes;
}
else
{
fixed (float* p = CollectionsMarshal.AsSpan(buf))
_gl.BufferSubData(BufferTargetARB.ArrayBuffer, 0, (nuint)bytes, p);
}
}
public void Dispose()
{
_gl.DeleteBuffer(_vbo);
_gl.DeleteVertexArray(_vao);
_shader.Dispose();
}
}