mirror of
https://github.com/bloeys/nterm.git
synced 2025-12-29 06:28:20 +00:00
Instanced text drawing
This commit is contained in:
280
main.go
280
main.go
@ -7,6 +7,7 @@ import (
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"image/png"
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"math"
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"os"
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"sync"
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"time"
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"unicode"
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@ -36,8 +37,18 @@ type program struct {
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imguiInfo nmageimgui.ImguiInfo
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}
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//nMage TODO:
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//* Assert that engine is inited
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//* Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
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//* Move SetAttribute away from material struct
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func main() {
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err := engine.Init()
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if err != nil {
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panic("Failed to init engine. Err: " + err.Error())
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}
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rend := rend3dgl.NewRend3DGL()
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win, err := engine.CreateOpenGLWindowCentered("nTerm", 1280, 720, engine.WindowFlags_ALLOW_HIGHDPI|engine.WindowFlags_RESIZABLE, rend)
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if err != nil {
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@ -76,6 +87,7 @@ type FontTexAtlasGlyph struct {
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var fontPointSize uint = 32
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var atlas *FontTexAtlas
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var atlasTex assets.Texture
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var glyphRend *GlyphRend
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func (p *program) Init() {
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@ -84,6 +96,8 @@ func (p *program) Init() {
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if err != nil {
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panic("Failed to create atlas from font file. Err: " + err.Error())
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}
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glyphRend = NewGlyphRend()
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}
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func createAtlasFromFontFile(fontFile string, faceOptions *truetype.Options) (*FontTexAtlas, error) {
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@ -260,15 +274,17 @@ func (p *program) Update() {
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}
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}
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var gg = sync.Once{}
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func (p *program) Render() {
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_, h := p.win.SDLWin.GetSize()
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w, h := p.win.SDLWin.GetSize()
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startFromTop := float32(h) - float32(atlas.LineHeight)
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p.drawTextOpenGL(atlas, fmt.Sprintf("Point size=%d", fontPointSize), gglm.NewVec3(0, startFromTop, 0))
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glyphRend.drawTextOpenGL(atlas, fmt.Sprintf("Point size=%d", fontPointSize), gglm.NewVec3(0, startFromTop, 0), w, h)
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startFromTop -= float32(atlas.LineHeight)
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p.drawTextOpenGL(atlas, fmt.Sprintf("Texture size=%d*%d", atlasTex.Width, atlasTex.Height), gglm.NewVec3(0, startFromTop, 0))
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glyphRend.drawTextOpenGL(atlas, fmt.Sprintf("Texture size=%d*%d", atlasTex.Width, atlasTex.Height), gglm.NewVec3(0, startFromTop, 0), w, h)
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// fps := timing.GetAvgFPS()
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var fps float32
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@ -276,18 +292,21 @@ func (p *program) Render() {
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fps = 1 / float32(frameTime.Milliseconds()) * 1000
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}
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startFromTop -= float32(atlas.LineHeight)
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p.drawTextOpenGL(atlas, fmt.Sprintf("FPS=%f", fps), gglm.NewVec3(0, startFromTop, 0))
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glyphRend.drawTextOpenGL(atlas, fmt.Sprintf("FPS=%f", fps), gglm.NewVec3(float32(w)*0.8, float32(h)-float32(atlas.LineHeight), 0), w, h)
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//From bottom
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count := 5
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drawnChars := len("Hello friend.\nHow are you?") * count
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println("Drawn chars:", drawnChars)
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count := 1000
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startFromBot := float32(atlas.LineHeight)
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for i := 0; i < count; i++ {
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p.drawTextOpenGL(atlas, "Hello friend.\nHow are you?", gglm.NewVec3(0, startFromBot, 0))
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glyphRend.drawTextOpenGL(atlas, "Hello friend.\nHow are you?", gglm.NewVec3(0, startFromBot, 0), w, h)
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startFromBot += float32(atlas.LineHeight) * 2
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}
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gg.Do(func() {
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fmt.Printf("Drawn chars: %d\n", glyphRend.GlyphCount)
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})
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glyphRend.Draw()
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}
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func (p *program) FrameEnd() {
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@ -358,46 +377,45 @@ func getGlyphsFromRanges(ranges [][2]rune) []rune {
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return out
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}
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var glyphMesh *meshes.Mesh
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var glyphMat *materials.Material
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func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, startPos *gglm.Vec3) {
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func (gr *GlyphRend) drawTextOpenGL(atlas *FontTexAtlas, text string, startPos *gglm.Vec3, winWidth, winHeight int32) {
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if glyphMesh == nil {
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glyphMesh = &meshes.Mesh{
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Name: "glypQuad",
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// if glyphMesh == nil {
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// glyphMesh = &meshes.Mesh{
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// Name: "glypQuad",
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//VertPos, UV, Color
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Buf: buffers.NewBuffer(
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buffers.Element{ElementType: buffers.DataTypeVec3},
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buffers.Element{ElementType: buffers.DataTypeVec2},
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buffers.Element{ElementType: buffers.DataTypeVec4},
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),
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}
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// //VertPos, UV, Color
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// Buf: buffers.NewBuffer(
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// buffers.Element{ElementType: buffers.DataTypeVec3},
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// buffers.Element{ElementType: buffers.DataTypeVec2},
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// buffers.Element{ElementType: buffers.DataTypeVec4},
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// ),
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// }
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glyphMesh.Buf.SetData([]float32{
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-0.5, -0.5, 0,
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0, 0,
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1, 1, 1, 1,
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// glyphMesh.Buf.SetData([]float32{
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// -0.5, -0.5, 0,
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// 0, 0,
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// 1, 1, 1, 1,
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0.5, -0.5, 0,
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1, 0,
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1, 1, 1, 1,
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// 0.5, -0.5, 0,
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// 1, 0,
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// 1, 1, 1, 1,
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-0.5, 0.5, 0,
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0, 1,
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1, 1, 1, 1,
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// -0.5, 0.5, 0,
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// 0, 1,
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// 1, 1, 1, 1,
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0.5, 0.5, 0,
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1, 1,
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1, 1, 1, 1,
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})
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// 0.5, 0.5, 0,
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// 1, 1,
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// 1, 1, 1, 1,
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// })
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glyphMesh.Buf.SetIndexBufData([]uint32{
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0, 1, 2,
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1, 3, 2,
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})
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}
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// glyphMesh.Buf.SetIndexBufData([]uint32{
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// 0, 1, 2,
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// 1, 3, 2,
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// })
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// }
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if glyphMat == nil {
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glyphMat = materials.NewMaterial("glyphMat", "./res/shaders/glyph")
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@ -420,24 +438,23 @@ func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, startPos *ggl
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}
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//Prepare to draw
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glyphMesh.Buf.Bind()
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// glyphMesh.Buf.Bind()
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//The projection matrix fits the screen size. This is needed so we can size and position characters correctly.
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w, h := p.win.SDLWin.GetSize()
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projMtx := gglm.Ortho(0, float32(w), float32(h), 0, 0.1, 10)
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viewMat := gglm.LookAt(gglm.NewVec3(0, 0, -1), gglm.NewVec3(0, 0, 0), gglm.NewVec3(0, 1, 0))
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projMtx := gglm.Ortho(0, float32(winWidth), float32(winHeight), 0, 0.1, 10)
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viewMtx := gglm.LookAt(gglm.NewVec3(0, 0, -1), gglm.NewVec3(0, 0, 0), gglm.NewVec3(0, 1, 0))
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projViewMtx := projMtx.Clone().Mul(viewMtx)
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glyphMat.DiffuseTex = atlasTex.TexID
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glyphMat.SetAttribute(glyphMesh.Buf)
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glyphMat.SetUnifMat4("projMat", &projMtx.Mat4)
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glyphMat.SetUnifMat4("viewMat", &viewMat.Mat4)
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glyphMat.SetUnifMat4("projViewMat", &projViewMtx.Mat4)
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glyphMat.Bind()
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//Draw
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pos := startPos.Clone()
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tr := gglm.NewTrMatId()
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//Prepass to pre-allocate the buffer
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rs := []rune(text)
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const floatsPerGlyph = 18
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pos := startPos.Clone()
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instancedData := make([]float32, 0, len(rs)*floatsPerGlyph) //This a larger approximation than needed because we don't count spaces etc
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for i := 0; i < len(rs); i++ {
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r := rs[i]
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@ -447,25 +464,7 @@ func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, startPos *ggl
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pos = startPos.Clone()
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continue
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}
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glyphMesh.Buf.SetData([]float32{
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-0.5, -0.5, 0,
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g.U, g.V,
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1, 1, 1, 1,
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0.5, -0.5, 0,
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g.U + g.SizeU, g.V,
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1, 1, 1, 1,
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-0.5, 0.5, 0,
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g.U, g.V + g.SizeV,
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1, 1, 1, 1,
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0.5, 0.5, 0,
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g.U + g.SizeU, g.V + g.SizeV,
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1, 1, 1, 1,
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})
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glyphMesh.Buf.Bind()
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gr.GlyphCount++
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height := float32(g.Ascent + g.Descent)
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scale := gglm.NewVec3(g.Advance, height, 1)
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@ -480,18 +479,139 @@ func (p *program) drawTextOpenGL(atlas *FontTexAtlas, text string, startPos *ggl
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drawPos.SetX(drawPos.X() + g.Advance*0.5)
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drawPos.SetY(drawPos.Y() + height*0.5 - g.Descent)
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//Set position and scale then update gpu
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tr.Set(0, 3, drawPos.X())
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tr.Set(1, 3, drawPos.Y())
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tr.Set(2, 3, drawPos.Z())
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instancedData = append(instancedData, []float32{
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g.U, g.V,
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g.U + g.SizeU, g.V,
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g.U, g.V + g.SizeV,
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g.U + g.SizeU, g.V + g.SizeV,
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tr.Set(0, 0, scale.X())
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tr.Set(1, 1, scale.Y())
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tr.Set(2, 2, scale.Z())
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glyphMat.SetUnifMat4("modelMat", &tr.Mat4)
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1, 1, 1, 1, //Color
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drawPos.X(), drawPos.Y(), drawPos.Z(), //Model pos
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scale.X(), scale.Y(), scale.Z(), //Model scale
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}...)
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gl.DrawElements(gl.TRIANGLES, glyphMesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
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// p.rend.Draw(glyphMesh, gglm.NewTrMatId().Translate(&drawPos).Scale(scale), glyphMat)
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pos.SetX(pos.X() + g.Advance)
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}
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gr.GlyphVBO = append(gr.GlyphVBO, instancedData...)
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}
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type GlyphRend struct {
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InstancedBuf buffers.Buffer
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GlyphMesh *meshes.Mesh
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GlyphCount int32
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GlyphVBO []float32
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}
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func (gr *GlyphRend) Draw() {
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gr.InstancedBuf.SetData(gr.GlyphVBO)
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gr.InstancedBuf.Bind()
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glyphMat.Bind()
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// gl.DrawElements(gl.TRIANGLES, mesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
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gl.DrawElementsInstanced(gl.TRIANGLES, gr.GlyphMesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0), gr.GlyphCount)
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gr.InstancedBuf.UnBind()
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gr.GlyphCount = 0
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gr.GlyphVBO = []float32{}
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}
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func NewGlyphRend() *GlyphRend {
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//Create glyph mesh
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glyphMesh := &meshes.Mesh{
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Name: "glypQuad",
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//VertPos, UV, Color; Instanced attributes are stored separately
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Buf: buffers.NewBuffer(
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buffers.Element{ElementType: buffers.DataTypeVec3},
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),
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}
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glyphMesh.Buf.SetData([]float32{
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-0.5, -0.5, 0,
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0.5, -0.5, 0,
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-0.5, 0.5, 0,
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0.5, 0.5, 0,
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})
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glyphMesh.Buf.SetIndexBufData([]uint32{
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0, 1, 2,
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1, 3, 2,
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})
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(*materials.Material).SetAttribute(nil, glyphMesh.Buf)
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//Create instanced buf and set its instanced attributes.
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//Multiple VBOs under one VAO, one VBO for vertex data, and one VBO for instanced data.
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instancedBuf := buffers.Buffer{
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VAOID: glyphMesh.Buf.VAOID,
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}
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instancedBuf.SetLayout(
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buffers.Element{ElementType: buffers.DataTypeVec2}, //UVST0
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buffers.Element{ElementType: buffers.DataTypeVec2}, //UVST1
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buffers.Element{ElementType: buffers.DataTypeVec2}, //UVST2
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buffers.Element{ElementType: buffers.DataTypeVec2}, //UVST3
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buffers.Element{ElementType: buffers.DataTypeVec4}, //Color
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buffers.Element{ElementType: buffers.DataTypeVec3}, //ModelPos
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buffers.Element{ElementType: buffers.DataTypeVec3}, //ModelScale
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)
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gl.GenBuffers(1, &instancedBuf.BufID)
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if instancedBuf.BufID == 0 {
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panic("Failed to create openGL buffer")
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}
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instancedBuf.Bind()
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gl.BindBuffer(gl.ARRAY_BUFFER, instancedBuf.BufID)
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layout := instancedBuf.GetLayout()
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//4 UV values
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uvEle := layout[0]
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gl.EnableVertexAttribArray(1)
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gl.VertexAttribPointer(1, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, instancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
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gl.VertexAttribDivisor(1, 1)
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uvEle = layout[1]
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gl.EnableVertexAttribArray(2)
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gl.VertexAttribPointer(2, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, instancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
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gl.VertexAttribDivisor(2, 1)
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uvEle = layout[2]
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gl.EnableVertexAttribArray(3)
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gl.VertexAttribPointer(3, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, instancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
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gl.VertexAttribDivisor(3, 1)
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uvEle = layout[3]
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gl.EnableVertexAttribArray(4)
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gl.VertexAttribPointer(4, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, instancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
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gl.VertexAttribDivisor(4, 1)
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//Rest of instanced attributes
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colorEle := layout[4]
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gl.EnableVertexAttribArray(5)
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gl.VertexAttribPointer(5, colorEle.ElementType.CompCount(), colorEle.ElementType.GLType(), false, instancedBuf.Stride, gl.PtrOffset(colorEle.Offset))
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gl.VertexAttribDivisor(5, 1)
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posEle := layout[5]
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gl.EnableVertexAttribArray(6)
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gl.VertexAttribPointer(6, posEle.ElementType.CompCount(), posEle.ElementType.GLType(), false, instancedBuf.Stride, gl.PtrOffset(posEle.Offset))
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gl.VertexAttribDivisor(6, 1)
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scaleEle := layout[6]
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gl.EnableVertexAttribArray(7)
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gl.VertexAttribPointer(7, scaleEle.ElementType.CompCount(), scaleEle.ElementType.GLType(), false, instancedBuf.Stride, gl.PtrOffset(scaleEle.Offset))
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gl.VertexAttribDivisor(7, 1)
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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instancedBuf.UnBind()
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return &GlyphRend{
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GlyphMesh: glyphMesh,
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InstancedBuf: instancedBuf,
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GlyphCount: 0,
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GlyphVBO: make([]float32, 0),
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}
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}
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@ -1,15 +1,8 @@
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#version 410
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// uniform float ambientStrength = 0.1;
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// uniform vec3 ambientLightColor = vec3(1, 1, 1);
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// uniform vec3 lightPos1;
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// uniform vec3 lightColor1;
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uniform sampler2D diffTex;
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in vec4 vertColor;
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// in vec3 vertNormal;
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in vec2 vertUV0;
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in vec3 fragPos;
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@ -17,12 +10,6 @@ out vec4 fragColor;
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void main()
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{
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// vec3 lightDir = normalize(lightPos1 - fragPos);
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// float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
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// vec3 finalAmbientColor = ambientLightColor * ambientStrength;
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vec4 texColor = texture(diffTex, vertUV0);
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fragColor = vec4(vertColor.rgb, texColor.r*texColor.a);
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// fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
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// Out_Color = vec4(Frag_Color.rgb, Frag_Color.a * texture(Texture, Frag_UV.st).r);
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}
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@ -1,26 +1,31 @@
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#version 410
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layout(location=0) in vec3 vertPosIn;
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// layout(location=1) in vec3 vertNormalIn;
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||||
layout(location=1) in vec2 vertUV0In;
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layout(location=2) in vec4 vertColorIn;
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layout(location=1) in vec2[4] vertUV0STIn; //[(u,v), (u+sizeU,v), (u,v+sizeV), (u+sizeU,v+sizeV)]
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layout(location=5) in vec4 vertColorIn;
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layout(location=6) in vec3 modelPos;
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||||
layout(location=7) in vec3 modelScale;
|
||||
|
||||
|
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// out vec3 vertNormal;
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out vec2 vertUV0;
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||||
out vec4 vertColor;
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||||
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);
|
||||
}
|
||||
Reference in New Issue
Block a user