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cocos_lib/cocos/profiler/DebugRenderer.cpp

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/****************************************************************************
Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "DebugRenderer.h"
#include <algorithm>
#include "Profiler.h"
#include "application/ApplicationManager.h"
#include "base/Log.h"
#include "base/UTF8.h"
#include "base/memory/Memory.h"
#include "core/assets/BitmapFont.h"
#include "core/assets/FreeTypeFont.h"
#include "math/Vec2.h"
#include "platform/interfaces/modules/Device.h"
#include "platform/interfaces/modules/ISystemWindow.h"
#include "platform/interfaces/modules/ISystemWindowManager.h"
#include "renderer/gfx-base/GFXDescriptorSet.h"
#include "renderer/gfx-base/GFXDevice.h"
#include "renderer/pipeline/Define.h"
#include "renderer/pipeline/GlobalDescriptorSetManager.h"
#include "renderer/pipeline/PipelineSceneData.h"
#include "renderer/pipeline/PipelineStateManager.h"
#include "renderer/pipeline/RenderPipeline.h"
namespace cc {
constexpr uint32_t DEBUG_FONT_SIZE = 10U;
constexpr uint32_t DEBUG_MAX_CHARACTERS = 10000U;
constexpr uint32_t DEBUG_VERTICES_PER_CHAR = 6U;
inline uint32_t getFontIndex(bool bold, bool italic) {
/**
* Regular
* Bold
* Italic
* BoldItalic
*/
uint32_t index = 0;
index |= bold ? 1 : 0;
index |= italic ? 2 : 0;
return index;
}
inline ccstd::string getFontPath(uint32_t index) {
static const ccstd::string UUIDS[DEBUG_FONT_COUNT] = {
"OpenSans-Regular", //"OpenSans-Regular",
"OpenSans-Bold", //"OpenSans-Bold",
"OpenSans-Italic", //"OpenSans-Italic",
"OpenSans-BoldItalic", //"OpenSans-BoldItalic"
};
auto *asset = BuiltinResMgr::getInstance()->getAsset(UUIDS[index]);
return asset->getNativeUrl();
}
struct DebugVertex {
DebugVertex() = default;
DebugVertex(const Vec2 &pos, const Vec2 &tuv, gfx::Color clr)
: position(pos), uv(tuv), color(clr) {}
Vec2 position;
Vec2 uv;
gfx::Color color;
};
struct DebugBatch {
DebugBatch(gfx::Device *device, bool bd, bool it, gfx::Texture *tex)
: bold(bd), italic(it), texture(tex) {
gfx::DescriptorSetLayoutInfo info;
info.bindings.push_back({0, gfx::DescriptorType::SAMPLER_TEXTURE, 1, gfx::ShaderStageFlagBit::FRAGMENT});
descriptorSetLayout = device->createDescriptorSetLayout(info);
descriptorSet = device->createDescriptorSet({descriptorSetLayout});
auto *sampler = device->getSampler({
gfx::Filter::LINEAR,
gfx::Filter::LINEAR,
gfx::Filter::NONE,
gfx::Address::CLAMP,
gfx::Address::CLAMP,
gfx::Address::CLAMP,
});
descriptorSet->bindSampler(0, sampler);
descriptorSet->bindTexture(0, texture);
descriptorSet->update();
}
~DebugBatch() {
CC_SAFE_DESTROY_AND_DELETE(descriptorSet);
CC_SAFE_DESTROY_AND_DELETE(descriptorSetLayout);
}
inline bool match(bool b, bool i, gfx::Texture *tex) const {
return bold == b && italic == i && texture == tex;
}
std::vector<DebugVertex> vertices;
bool bold{false};
bool italic{false};
gfx::Texture *texture{nullptr};
gfx::DescriptorSet *descriptorSet{nullptr};
gfx::DescriptorSetLayout *descriptorSetLayout{nullptr};
};
class DebugVertexBuffer {
public:
inline void init(gfx::Device *device, uint32_t maxVertices, const gfx::AttributeList &attributes) {
_maxVertices = maxVertices;
_buffer = device->createBuffer({gfx::BufferUsageBit::VERTEX | gfx::BufferUsageBit::TRANSFER_DST,
gfx::MemoryUsageBit::DEVICE,
static_cast<uint32_t>(_maxVertices * sizeof(DebugVertex)),
static_cast<uint32_t>(sizeof(DebugVertex))});
gfx::InputAssemblerInfo info;
info.attributes = attributes;
info.vertexBuffers.push_back(_buffer);
_inputAssembler = device->createInputAssembler(info);
CC_PROFILE_MEMORY_INC(DebugVertexBuffer, static_cast<uint32_t>(_maxVertices * sizeof(DebugVertex)));
}
inline void update() {
if (empty()) {
return;
}
std::vector<DebugVertex> vertices;
for (auto *batch : _batches) {
vertices.insert(vertices.end(), batch->vertices.begin(), batch->vertices.end());
}
const auto count = std::min(static_cast<uint32_t>(vertices.size()), _maxVertices);
const auto size = static_cast<uint32_t>(count * sizeof(DebugVertex));
_buffer->update(&vertices[0], size);
}
inline void destroy() {
for (auto *batch : _batches) {
CC_SAFE_DELETE(batch);
}
CC_SAFE_DESTROY_AND_DELETE(_buffer);
CC_SAFE_DESTROY_AND_DELETE(_inputAssembler);
CC_PROFILE_MEMORY_DEC(DebugVertexBuffer, static_cast<uint32_t>(_maxVertices * sizeof(DebugVertex)));
}
DebugBatch &getOrCreateBatch(gfx::Device *device, bool bold, bool italic, gfx::Texture *texture) {
for (auto *batch : _batches) {
if (batch->match(bold, italic, texture)) {
return *batch;
}
}
auto *batch = ccnew DebugBatch(device, bold, italic, texture);
_batches.push_back(batch);
return *batch;
}
inline bool empty() const {
return std::all_of(_batches.begin(),
_batches.end(),
[](const DebugBatch *batch) { return batch->vertices.empty(); });
}
inline void reset() {
for (auto *batch : _batches) {
batch->vertices.clear();
}
}
private:
uint32_t _maxVertices{0U};
std::vector<DebugBatch *> _batches;
gfx::Buffer *_buffer{nullptr};
gfx::InputAssembler *_inputAssembler{nullptr};
friend class DebugRenderer;
};
DebugRendererInfo::DebugRendererInfo()
: fontSize(DEBUG_FONT_SIZE), maxCharacters(DEBUG_MAX_CHARACTERS) {
}
DebugRenderer *DebugRenderer::instance = nullptr;
DebugRenderer *DebugRenderer::getInstance() {
return instance;
}
DebugRenderer::DebugRenderer() {
DebugRenderer::instance = this;
}
DebugRenderer::~DebugRenderer() {
DebugRenderer::instance = nullptr;
}
void DebugRenderer::activate(gfx::Device *device, const DebugRendererInfo &info) {
_device = device;
static const gfx::AttributeList ATTRIBUTES = {
{"a_position", gfx::Format::RG32F},
{"a_texCoord", gfx::Format::RG32F},
{"a_color", gfx::Format::RGBA32F}};
_buffer = ccnew DebugVertexBuffer();
_buffer->init(_device, info.maxCharacters * DEBUG_VERTICES_PER_CHAR, ATTRIBUTES);
const auto *window = CC_GET_MAIN_SYSTEM_WINDOW();
const auto width = window->getViewSize().width * Device::getDevicePixelRatio();
auto fontSize = static_cast<uint32_t>(width / 800.0F * info.fontSize);
fontSize = fontSize < 10U ? 10U : (fontSize > 20U ? 20U : fontSize);
for (auto i = 0U; i < _fonts.size(); i++) {
_fonts[i].font = ccnew FreeTypeFont(getFontPath(i));
_fonts[i].face = _fonts[i].font->createFace(FontFaceInfo(fontSize));
_fonts[i].invTextureSize = {1.0F / _fonts[i].face->getTextureWidth(), 1.0F / _fonts[i].face->getTextureHeight()};
}
}
void DebugRenderer::render(gfx::RenderPass *renderPass, gfx::CommandBuffer *cmdBuff, pipeline::PipelineSceneData *sceneData) {
CC_PROFILE(DebugRendererRender);
if (!_buffer || _buffer->empty()) {
return;
}
const auto &pass = sceneData->getDebugRendererPass();
const auto &shader = sceneData->getDebugRendererShader();
auto *pso = pipeline::PipelineStateManager::getOrCreatePipelineState(pass, shader, _buffer->_inputAssembler, renderPass);
cmdBuff->bindPipelineState(pso);
cmdBuff->bindInputAssembler(_buffer->_inputAssembler);
uint32_t offset = 0U;
for (auto *batch : _buffer->_batches) {
auto count = std::min(static_cast<uint32_t>(batch->vertices.size()), _buffer->_maxVertices - offset);
if (count == 0U) {
break;
}
gfx::DrawInfo drawInfo;
drawInfo.firstVertex = offset;
drawInfo.vertexCount = count;
cmdBuff->bindDescriptorSet(pipeline::materialSet, batch->descriptorSet);
cmdBuff->draw(drawInfo);
offset += count;
}
// reset all debug data for next frame
_buffer->reset();
}
void DebugRenderer::destroy() {
CC_SAFE_DESTROY_AND_DELETE(_buffer);
for (auto &iter : _fonts) {
CC_SAFE_DELETE(iter.font);
}
}
void DebugRenderer::update() {
if (_buffer) {
_buffer->update();
}
}
void DebugRenderer::addText(const ccstd::string &text, const Vec2 &screenPos) {
addText(text, screenPos, DebugTextInfo());
}
void DebugRenderer::addText(const ccstd::string &text, const Vec2 &screenPos, const DebugTextInfo &info) {
uint32_t index = getFontIndex(info.bold, info.italic);
auto &fontInfo = _fonts[index];
auto *face = fontInfo.face;
if (!_buffer || !face || text.empty()) {
return;
}
std::u32string unicodeText;
bool success = StringUtils::UTF8ToUTF32(text, unicodeText);
if (!success) {
return;
}
auto offsetX = screenPos.x;
auto offsetY = screenPos.y;
const auto scale = info.scale;
const auto lineHeight = face->getLineHeight() * scale;
const auto &invTextureSize = fontInfo.invTextureSize;
for (char32_t code : unicodeText) {
if (code == '\r') {
continue;
}
if (code == '\n') {
offsetX = screenPos.x;
offsetY += lineHeight;
continue;
}
const auto *glyph = face->getGlyph(code);
if (!glyph) {
continue;
}
if (glyph->width > 0U && glyph->height > 0U) {
auto &batch = _buffer->getOrCreateBatch(_device, info.bold, info.italic, face->getTexture(glyph->page));
Vec4 rect{offsetX + static_cast<float>(glyph->bearingX) * scale,
offsetY - static_cast<float>(glyph->bearingY) * scale,
static_cast<float>(glyph->width) * scale,
static_cast<float>(glyph->height) * scale};
Vec4 uv{static_cast<float>(glyph->x) * invTextureSize.x,
static_cast<float>(glyph->y) * invTextureSize.y,
static_cast<float>(glyph->width) * invTextureSize.x,
static_cast<float>(glyph->height) * invTextureSize.y};
if (info.shadow) {
for (auto x = 1U; x <= info.shadowThickness; x++) {
for (auto y = 1U; y <= info.shadowThickness; y++) {
Vec4 shadowRect(rect.x + x, rect.y + y, rect.z, rect.w);
addQuad(batch, shadowRect, uv, info.shadowColor);
}
}
}
addQuad(batch, rect, uv, info.color);
}
offsetX += glyph->advance * scale;
#ifdef USE_KERNING
if (i < unicodeText.size() - 1) {
offsetX += face->getKerning(code, unicodeText[i + 1]) * scale;
}
#endif
}
}
uint32_t DebugRenderer::getLineHeight(bool bold, bool italic) {
uint32_t index = getFontIndex(bold, italic);
auto &fontInfo = _fonts[index];
if (fontInfo.face) {
return fontInfo.face->getLineHeight();
}
return 0U;
}
void DebugRenderer::addQuad(DebugBatch &batch, const Vec4 &rect, const Vec4 &uv, gfx::Color color) {
DebugVertex quad[4] = {
{Vec2(rect.x, rect.y), Vec2(uv.x, uv.y), color},
{Vec2(rect.x + rect.z, rect.y), Vec2(uv.x + uv.z, uv.y), color},
{Vec2(rect.x, rect.y + rect.w), Vec2(uv.x, uv.y + uv.w), color},
{Vec2(rect.x + rect.z, rect.y + rect.w), Vec2(uv.x + uv.z, uv.y + uv.w), color}};
// first triangle
batch.vertices.emplace_back(quad[0]);
batch.vertices.emplace_back(quad[1]);
batch.vertices.emplace_back(quad[2]);
// second triangle
batch.vertices.emplace_back(quad[1]);
batch.vertices.emplace_back(quad[3]);
batch.vertices.emplace_back(quad[2]);
}
} // namespace cc