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29 changes: 15 additions & 14 deletions Nu/Nu/Render/Renderer2d.fs
Original file line number Diff line number Diff line change
Expand Up @@ -194,7 +194,7 @@
TextQuad : VulkanBuffer * VulkanBuffer
UnfilteredSampler : Sampler
FilteredSampler : Sampler
TextTextures : Dictionary<obj, bool ref * (int * int * Matrix4x4 * Texture)>
TextTextures : Dictionary<obj, bool ref * (int * int * Vector2 * Texture)>
SpriteBatchEnv : SpriteBatchEnv
SpritePipeline : VulkanBuffer * VulkanBuffer * Pipeline
ContourPipeline : VulkanBuffer * VulkanBuffer * VulkanBuffer * VulkanBuffer * VulkanBuffer * Pipeline
Expand Down Expand Up @@ -640,11 +640,11 @@
/// Render Spine skeleton.
static member renderSpineSkeleton
(transform : Transform byref,
spineSkeletonId : uint64,

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spineSkeleton : Spine.Skeleton,

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eyeCenter : Vector2,

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eyeSize : Vector2,

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renderer) =

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(* TODO: get spine animation rendering working again.
let mutable transform = transform
flip3 SpriteBatch.InterruptSpriteBatchFrame renderer.Viewport renderer.SpriteBatchEnv $ fun () ->
Expand Down Expand Up @@ -825,13 +825,6 @@
// construct mvp matrix
let textSurfaceWidth = textSurface.pitch / 4 // NOTE: textSurface.w may be an innacurate representation of texture width in SDL2_ttf versions beyond v2.0.15 because... I don't know why.
let textSurfaceHeight = textSurface.h
let translation = (position + offset).V3
let scale = v3 (single textSurfaceWidth) (single textSurfaceHeight) 1.0f
let modelTranslation = Matrix4x4.CreateTranslation translation
let modelScale = Matrix4x4.CreateScale scale
let modelMatrix = modelScale * modelTranslation
let modelViewProjection = modelMatrix * viewProjection2d

// create and load texture
let metadata = TextureMetadata.make textSurfaceWidth textSurfaceHeight
let textTextureInternal =
Expand All @@ -845,21 +838,29 @@
SDL3.SDL_DestroySurface textSurfacePtr

// register texture for reuse
renderer.TextTextures.Add (textTextureKey, (ref true, (textSurfaceWidth, textSurfaceHeight, modelViewProjection, textTexture)))
Some (textSurfaceWidth, textSurfaceHeight, modelViewProjection, textTexture)
renderer.TextTextures.Add (textTextureKey, (ref true, (textSurfaceWidth, textSurfaceHeight, offset, textTexture)))
Some (textSurfaceWidth, textSurfaceHeight, offset, textTexture)

// error
else None

// already exists, so mark as used and reuse
| (true, (used, (textSurfaceWidth, textSurfaceHeight, modelViewProjection, textTexture))) ->
| (true, (used, (textSurfaceWidth, textSurfaceHeight, offset, textTexture))) ->
used.Value <- true
Some (textSurfaceWidth, textSurfaceHeight, modelViewProjection, textTexture)
Some (textSurfaceWidth, textSurfaceHeight, offset, textTexture)

// attempt to render text
match textTextureOpt with
| Some (textSurfaceWidth, textSurfaceHeight, modelViewProjection, textTexture) ->
| Some (textSurfaceWidth, textSurfaceHeight, offset, textTexture) ->

// construct mvp matrix from current view projection (not cached, as it changes with window resize)
let translation = (position + offset).V3
let scale = v3 (single textSurfaceWidth) (single textSurfaceHeight) 1.0f
let modelTranslation = Matrix4x4.CreateTranslation translation
let modelScale = Matrix4x4.CreateScale scale
let modelMatrix = modelScale * modelTranslation
let modelViewProjection = modelMatrix * viewProjection2d

// draw text sprite
let (vertices, indices) = renderer.TextQuad
let (spriteVertUniform, spriteFragUniform, pipeline) = renderer.SpritePipeline
Expand Down Expand Up @@ -1087,4 +1088,4 @@
renderer.RenderPackages.Clear ()

// destroy texture dumpster
TextureDumpster.destroy renderer.TextureDumpster renderer.VulkanContext
TextureDumpster.destroy renderer.TextureDumpster renderer.VulkanContext