Instanced text drawing

This commit is contained in:
bloeys
2022-07-01 07:31:23 +04:00
parent a405ceaa11
commit 99451e855b
3 changed files with 215 additions and 103 deletions

280
main.go
View File

@ -7,6 +7,7 @@ import (
"image/png"
"math"
"os"
"sync"
"time"
"unicode"
@ -36,8 +37,18 @@ type program struct {
imguiInfo nmageimgui.ImguiInfo
}
//nMage TODO:
//* Assert that engine is inited
//* Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
//* Move SetAttribute away from material struct
func main() {
err := engine.Init()
if err != nil {
panic("Failed to init engine. Err: " + err.Error())
}
rend := rend3dgl.NewRend3DGL()
win, err := engine.CreateOpenGLWindowCentered("nTerm", 1280, 720, engine.WindowFlags_ALLOW_HIGHDPI|engine.WindowFlags_RESIZABLE, rend)
if err != nil {
@ -76,6 +87,7 @@ type FontTexAtlasGlyph struct {
var fontPointSize uint = 32
var atlas *FontTexAtlas
var atlasTex assets.Texture
var glyphRend *GlyphRend
func (p *program) Init() {
@ -84,6 +96,8 @@ func (p *program) Init() {
if err != nil {
panic("Failed to create atlas from font file. Err: " + err.Error())
}
glyphRend = NewGlyphRend()
}
func createAtlasFromFontFile(fontFile string, faceOptions *truetype.Options) (*FontTexAtlas, error) {
@ -260,15 +274,17 @@ func (p *program) Update() {
}
}
var gg = sync.Once{}
func (p *program) Render() {
_, h := p.win.SDLWin.GetSize()
w, h := p.win.SDLWin.GetSize()
startFromTop := float32(h) - float32(atlas.LineHeight)
p.drawTextOpenGL(atlas, fmt.Sprintf("Point size=%d", fontPointSize), gglm.NewVec3(0, startFromTop, 0))
glyphRend.drawTextOpenGL(atlas, fmt.Sprintf("Point size=%d", fontPointSize), gglm.NewVec3(0, startFromTop, 0), w, h)
startFromTop -= float32(atlas.LineHeight)
p.drawTextOpenGL(atlas, fmt.Sprintf("Texture size=%d*%d", atlasTex.Width, atlasTex.Height), gglm.NewVec3(0, startFromTop, 0))
glyphRend.drawTextOpenGL(atlas, fmt.Sprintf("Texture size=%d*%d", atlasTex.Width, atlasTex.Height), gglm.NewVec3(0, startFromTop, 0), w, h)
// fps := timing.GetAvgFPS()
var fps float32
@ -276,18 +292,21 @@ func (p *program) Render() {
fps = 1 / float32(frameTime.Milliseconds()) * 1000
}
startFromTop -= float32(atlas.LineHeight)
p.drawTextOpenGL(atlas, fmt.Sprintf("FPS=%f", fps), gglm.NewVec3(0, startFromTop, 0))
glyphRend.drawTextOpenGL(atlas, fmt.Sprintf("FPS=%f", fps), gglm.NewVec3(float32(w)*0.8, float32(h)-float32(atlas.LineHeight), 0), w, h)
//From bottom
count := 5
drawnChars := len("Hello friend.\nHow are you?") * count
println("Drawn chars:", drawnChars)
count := 1000
startFromBot := float32(atlas.LineHeight)
for i := 0; i < count; i++ {
p.drawTextOpenGL(atlas, "Hello friend.\nHow are you?", gglm.NewVec3(0, startFromBot, 0))
glyphRend.drawTextOpenGL(atlas, "Hello friend.\nHow are you?", gglm.NewVec3(0, startFromBot, 0), w, h)
startFromBot += float32(atlas.LineHeight) * 2
}
gg.Do(func() {
fmt.Printf("Drawn chars: %d\n", glyphRend.GlyphCount)
})
glyphRend.Draw()
}
func (p *program) FrameEnd() {
@ -358,46 +377,45 @@ func getGlyphsFromRanges(ranges [][2]rune) []rune {
return out
}
var glyphMesh *meshes.Mesh
var glyphMat *materials.Material
func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, startPos *gglm.Vec3) {
func (gr *GlyphRend) drawTextOpenGL(atlas *FontTexAtlas, text string, startPos *gglm.Vec3, winWidth, winHeight int32) {
if glyphMesh == nil {
glyphMesh = &meshes.Mesh{
Name: "glypQuad",
// if glyphMesh == nil {
// glyphMesh = &meshes.Mesh{
// Name: "glypQuad",
//VertPos, UV, Color
Buf: buffers.NewBuffer(
buffers.Element{ElementType: buffers.DataTypeVec3},
buffers.Element{ElementType: buffers.DataTypeVec2},
buffers.Element{ElementType: buffers.DataTypeVec4},
),
}
// //VertPos, UV, Color
// Buf: buffers.NewBuffer(
// buffers.Element{ElementType: buffers.DataTypeVec3},
// buffers.Element{ElementType: buffers.DataTypeVec2},
// buffers.Element{ElementType: buffers.DataTypeVec4},
// ),
// }
glyphMesh.Buf.SetData([]float32{
-0.5, -0.5, 0,
0, 0,
1, 1, 1, 1,
// glyphMesh.Buf.SetData([]float32{
// -0.5, -0.5, 0,
// 0, 0,
// 1, 1, 1, 1,
0.5, -0.5, 0,
1, 0,
1, 1, 1, 1,
// 0.5, -0.5, 0,
// 1, 0,
// 1, 1, 1, 1,
-0.5, 0.5, 0,
0, 1,
1, 1, 1, 1,
// -0.5, 0.5, 0,
// 0, 1,
// 1, 1, 1, 1,
0.5, 0.5, 0,
1, 1,
1, 1, 1, 1,
})
// 0.5, 0.5, 0,
// 1, 1,
// 1, 1, 1, 1,
// })
glyphMesh.Buf.SetIndexBufData([]uint32{
0, 1, 2,
1, 3, 2,
})
}
// glyphMesh.Buf.SetIndexBufData([]uint32{
// 0, 1, 2,
// 1, 3, 2,
// })
// }
if glyphMat == nil {
glyphMat = materials.NewMaterial("glyphMat", "./res/shaders/glyph")
@ -420,24 +438,23 @@ func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, startPos *ggl
}
//Prepare to draw
glyphMesh.Buf.Bind()
// glyphMesh.Buf.Bind()
//The projection matrix fits the screen size. This is needed so we can size and position characters correctly.
w, h := p.win.SDLWin.GetSize()
projMtx := gglm.Ortho(0, float32(w), float32(h), 0, 0.1, 10)
viewMat := gglm.LookAt(gglm.NewVec3(0, 0, -1), gglm.NewVec3(0, 0, 0), gglm.NewVec3(0, 1, 0))
projMtx := gglm.Ortho(0, float32(winWidth), float32(winHeight), 0, 0.1, 10)
viewMtx := gglm.LookAt(gglm.NewVec3(0, 0, -1), gglm.NewVec3(0, 0, 0), gglm.NewVec3(0, 1, 0))
projViewMtx := projMtx.Clone().Mul(viewMtx)
glyphMat.DiffuseTex = atlasTex.TexID
glyphMat.SetAttribute(glyphMesh.Buf)
glyphMat.SetUnifMat4("projMat", &projMtx.Mat4)
glyphMat.SetUnifMat4("viewMat", &viewMat.Mat4)
glyphMat.SetUnifMat4("projViewMat", &projViewMtx.Mat4)
glyphMat.Bind()
//Draw
pos := startPos.Clone()
tr := gglm.NewTrMatId()
//Prepass to pre-allocate the buffer
rs := []rune(text)
const floatsPerGlyph = 18
pos := startPos.Clone()
instancedData := make([]float32, 0, len(rs)*floatsPerGlyph) //This a larger approximation than needed because we don't count spaces etc
for i := 0; i < len(rs); i++ {
r := rs[i]
@ -447,25 +464,7 @@ func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, startPos *ggl
pos = startPos.Clone()
continue
}
glyphMesh.Buf.SetData([]float32{
-0.5, -0.5, 0,
g.U, g.V,
1, 1, 1, 1,
0.5, -0.5, 0,
g.U + g.SizeU, g.V,
1, 1, 1, 1,
-0.5, 0.5, 0,
g.U, g.V + g.SizeV,
1, 1, 1, 1,
0.5, 0.5, 0,
g.U + g.SizeU, g.V + g.SizeV,
1, 1, 1, 1,
})
glyphMesh.Buf.Bind()
gr.GlyphCount++
height := float32(g.Ascent + g.Descent)
scale := gglm.NewVec3(g.Advance, height, 1)
@ -480,18 +479,139 @@ func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, startPos *ggl
drawPos.SetX(drawPos.X() + g.Advance*0.5)
drawPos.SetY(drawPos.Y() + height*0.5 - g.Descent)
//Set position and scale then update gpu
tr.Set(0, 3, drawPos.X())
tr.Set(1, 3, drawPos.Y())
tr.Set(2, 3, drawPos.Z())
instancedData = append(instancedData, []float32{
g.U, g.V,
g.U + g.SizeU, g.V,
g.U, g.V + g.SizeV,
g.U + g.SizeU, g.V + g.SizeV,
tr.Set(0, 0, scale.X())
tr.Set(1, 1, scale.Y())
tr.Set(2, 2, scale.Z())
glyphMat.SetUnifMat4("modelMat", &tr.Mat4)
1, 1, 1, 1, //Color
drawPos.X(), drawPos.Y(), drawPos.Z(), //Model pos
scale.X(), scale.Y(), scale.Z(), //Model scale
}...)
gl.DrawElements(gl.TRIANGLES, glyphMesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
// p.rend.Draw(glyphMesh, gglm.NewTrMatId().Translate(&drawPos).Scale(scale), glyphMat)
pos.SetX(pos.X() + g.Advance)
}
gr.GlyphVBO = append(gr.GlyphVBO, instancedData...)
}
type GlyphRend struct {
InstancedBuf buffers.Buffer
GlyphMesh *meshes.Mesh
GlyphCount int32
GlyphVBO []float32
}
func (gr *GlyphRend) Draw() {
gr.InstancedBuf.SetData(gr.GlyphVBO)
gr.InstancedBuf.Bind()
glyphMat.Bind()
// gl.DrawElements(gl.TRIANGLES, mesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
gl.DrawElementsInstanced(gl.TRIANGLES, gr.GlyphMesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0), gr.GlyphCount)
gr.InstancedBuf.UnBind()
gr.GlyphCount = 0
gr.GlyphVBO = []float32{}
}
func NewGlyphRend() *GlyphRend {
//Create glyph mesh
glyphMesh := &meshes.Mesh{
Name: "glypQuad",
//VertPos, UV, Color; Instanced attributes are stored separately
Buf: buffers.NewBuffer(
buffers.Element{ElementType: buffers.DataTypeVec3},
),
}
glyphMesh.Buf.SetData([]float32{
-0.5, -0.5, 0,
0.5, -0.5, 0,
-0.5, 0.5, 0,
0.5, 0.5, 0,
})
glyphMesh.Buf.SetIndexBufData([]uint32{
0, 1, 2,
1, 3, 2,
})
(*materials.Material).SetAttribute(nil, glyphMesh.Buf)
//Create instanced buf and set its instanced attributes.
//Multiple VBOs under one VAO, one VBO for vertex data, and one VBO for instanced data.
instancedBuf := buffers.Buffer{
VAOID: glyphMesh.Buf.VAOID,
}
instancedBuf.SetLayout(
buffers.Element{ElementType: buffers.DataTypeVec2}, //UVST0
buffers.Element{ElementType: buffers.DataTypeVec2}, //UVST1
buffers.Element{ElementType: buffers.DataTypeVec2}, //UVST2
buffers.Element{ElementType: buffers.DataTypeVec2}, //UVST3
buffers.Element{ElementType: buffers.DataTypeVec4}, //Color
buffers.Element{ElementType: buffers.DataTypeVec3}, //ModelPos
buffers.Element{ElementType: buffers.DataTypeVec3}, //ModelScale
)
gl.GenBuffers(1, &instancedBuf.BufID)
if instancedBuf.BufID == 0 {
panic("Failed to create openGL buffer")
}
instancedBuf.Bind()
gl.BindBuffer(gl.ARRAY_BUFFER, instancedBuf.BufID)
layout := instancedBuf.GetLayout()
//4 UV values
uvEle := layout[0]
gl.EnableVertexAttribArray(1)
gl.VertexAttribPointer(1, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, instancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
gl.VertexAttribDivisor(1, 1)
uvEle = layout[1]
gl.EnableVertexAttribArray(2)
gl.VertexAttribPointer(2, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, instancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
gl.VertexAttribDivisor(2, 1)
uvEle = layout[2]
gl.EnableVertexAttribArray(3)
gl.VertexAttribPointer(3, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, instancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
gl.VertexAttribDivisor(3, 1)
uvEle = layout[3]
gl.EnableVertexAttribArray(4)
gl.VertexAttribPointer(4, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, instancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
gl.VertexAttribDivisor(4, 1)
//Rest of instanced attributes
colorEle := layout[4]
gl.EnableVertexAttribArray(5)
gl.VertexAttribPointer(5, colorEle.ElementType.CompCount(), colorEle.ElementType.GLType(), false, instancedBuf.Stride, gl.PtrOffset(colorEle.Offset))
gl.VertexAttribDivisor(5, 1)
posEle := layout[5]
gl.EnableVertexAttribArray(6)
gl.VertexAttribPointer(6, posEle.ElementType.CompCount(), posEle.ElementType.GLType(), false, instancedBuf.Stride, gl.PtrOffset(posEle.Offset))
gl.VertexAttribDivisor(6, 1)
scaleEle := layout[6]
gl.EnableVertexAttribArray(7)
gl.VertexAttribPointer(7, scaleEle.ElementType.CompCount(), scaleEle.ElementType.GLType(), false, instancedBuf.Stride, gl.PtrOffset(scaleEle.Offset))
gl.VertexAttribDivisor(7, 1)
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
instancedBuf.UnBind()
return &GlyphRend{
GlyphMesh: glyphMesh,
InstancedBuf: instancedBuf,
GlyphCount: 0,
GlyphVBO: make([]float32, 0),
}
}

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@ -1,15 +1,8 @@
#version 410
// uniform float ambientStrength = 0.1;
// uniform vec3 ambientLightColor = vec3(1, 1, 1);
// uniform vec3 lightPos1;
// uniform vec3 lightColor1;
uniform sampler2D diffTex;
in vec4 vertColor;
// in vec3 vertNormal;
in vec2 vertUV0;
in vec3 fragPos;
@ -17,12 +10,6 @@ out vec4 fragColor;
void main()
{
// vec3 lightDir = normalize(lightPos1 - fragPos);
// float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
// vec3 finalAmbientColor = ambientLightColor * ambientStrength;
vec4 texColor = texture(diffTex, vertUV0);
fragColor = vec4(vertColor.rgb, texColor.r*texColor.a);
// fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
// Out_Color = vec4(Frag_Color.rgb, Frag_Color.a * texture(Texture, Frag_UV.st).r);
}

View File

@ -1,26 +1,31 @@
#version 410
layout(location=0) in vec3 vertPosIn;
// layout(location=1) in vec3 vertNormalIn;
layout(location=1) in vec2 vertUV0In;
layout(location=2) in vec4 vertColorIn;
layout(location=1) in vec2[4] vertUV0STIn; //[(u,v), (u+sizeU,v), (u,v+sizeV), (u+sizeU,v+sizeV)]
layout(location=5) in vec4 vertColorIn;
layout(location=6) in vec3 modelPos;
layout(location=7) in vec3 modelScale;
// out vec3 vertNormal;
out vec2 vertUV0;
out vec4 vertColor;
out vec3 fragPos;
//MVP = Model View Projection
uniform mat4 modelMat;
uniform mat4 viewMat;
uniform mat4 projMat;
uniform mat4 projViewMat;
void main()
{
// vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
vertUV0 = vertUV0In;
mat4 modelMat = mat4(
modelScale.x, 0.0, 0.0, 0.0,
0.0, modelScale.y, 0.0, 0.0,
0.0, 0.0, modelScale.z, 0.0,
modelPos.x, modelPos.y, modelPos.z, 1.0
);
vertUV0 = vertUV0STIn[gl_VertexID];
vertColor = vertColorIn;
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
gl_Position = projViewMat * modelMat * vec4(vertPosIn, 1.0);
}