mirror of
https://github.com/bloeys/nterm.git
synced 2025-12-29 06:28:20 +00:00
Make SizeU/SizeV uniforms instead of per-vertex+reduce glyph info
This commit is contained in:
@ -10,6 +10,7 @@ import (
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"os"
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"unicode"
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nterm/assert"
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"github.com/golang/freetype/truetype"
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"golang.org/x/image/font"
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@ -17,23 +18,23 @@ import (
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)
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type FontAtlas struct {
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Font *truetype.Font
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Img *image.RGBA
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Glyphs map[rune]FontAtlasGlyph
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Font *truetype.Font
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Img *image.RGBA
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Glyphs map[rune]FontAtlasGlyph
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//Advance is global to the atlas because we only support monospaced fonts
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Advance int
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LineHeight int
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SizeUV gglm.Vec2
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}
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type FontAtlasGlyph struct {
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U float32
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V float32
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SizeU float32
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SizeV float32
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U float32
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V float32
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Ascent float32
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Descent float32
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Advance float32
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BearingX float32
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Width float32
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}
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//NewFontAtlasFromFile reads a TTF or TTC file and produces a font texture atlas containing
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@ -119,11 +120,16 @@ func NewFontAtlasFromFont(f *truetype.Font, face font.Face, pointSize uint) (*Fo
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}
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//Create atlas
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atlasSizeXF32 := float32(atlasSizeX)
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atlasSizeYF32 := float32(atlasSizeY)
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atlas := &FontAtlas{
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Font: f,
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Img: image.NewRGBA(image.Rect(0, 0, atlasSizeX, atlasSizeY)),
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Glyphs: make(map[rune]FontAtlasGlyph, len(glyphs)),
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Font: f,
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Img: image.NewRGBA(image.Rect(0, 0, atlasSizeX, atlasSizeY)),
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Glyphs: make(map[rune]FontAtlasGlyph, len(glyphs)),
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Advance: charAdv - charPaddingX,
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LineHeight: lineHeight,
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SizeUV: *gglm.NewVec2(float32(charAdv-charPaddingX)/atlasSizeXF32, float32(lineHeight)/atlasSizeYF32),
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}
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//Clear background to black
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@ -135,8 +141,6 @@ func NewFontAtlasFromFont(f *truetype.Font, face font.Face, pointSize uint) (*Fo
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}
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//Put glyphs on atlas
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atlasSizeXF32 := float32(atlasSizeX)
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atlasSizeYF32 := float32(atlasSizeY)
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charPaddingXFixed := fixed.I(charPaddingX)
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charPaddingYFixed := fixed.I(charPaddingY)
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@ -145,28 +149,18 @@ func NewFontAtlasFromFont(f *truetype.Font, face font.Face, pointSize uint) (*Fo
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for _, g := range glyphs {
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gBounds, gAdvanceFixed, _ := face.GlyphBounds(g)
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advanceCeilF32 := float32(gAdvanceFixed.Ceil())
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ascent := absFixedI26_6(gBounds.Min.Y)
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descent := absFixedI26_6(gBounds.Max.Y)
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bearingX := absFixedI26_6(gBounds.Min.X)
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glyphWidth := float32((absFixedI26_6(gBounds.Max.X) - absFixedI26_6(gBounds.Min.X)).Ceil())
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//TODO: Since sizeU/sizeV are now constant we should upload as a uniform
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atlas.Glyphs[g] = FontAtlasGlyph{
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U: float32((drawer.Dot.X).Floor()) / atlasSizeXF32,
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V: (atlasSizeYF32 - float32((drawer.Dot.Y).Ceil())) / atlasSizeYF32,
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SizeU: advanceCeilF32 / atlasSizeXF32,
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SizeV: float32(lineHeight) / atlasSizeYF32,
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Ascent: float32(ascent.Ceil()),
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Descent: float32(descent.Ceil()),
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Advance: float32(advanceCeilF32),
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Ascent: float32(ascent.Ceil()),
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Descent: float32(descent.Ceil()),
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BearingX: float32(bearingX.Ceil()),
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Width: glyphWidth,
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}
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//Get glyph to draw but undo any applied descent so that the glyph is drawn sitting on the line exactly.
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@ -47,49 +47,40 @@ func (gr *GlyphRend) DrawTextOpenGLAbs(text string, screenPos *gglm.Vec3, color
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// startPos := screenPos.Clone()
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pos := screenPos.Clone()
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advanceF32 := float32(gr.Atlas.Advance)
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lineHeightF32 := float32(gr.Atlas.LineHeight)
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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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g := gr.Atlas.Glyphs[r]
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if r == '\n' {
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screenPos.SetY(screenPos.Y() - float32(gr.Atlas.LineHeight))
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screenPos.SetY(screenPos.Y() - lineHeightF32)
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pos = screenPos.Clone()
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continue
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} else if r == ' ' {
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pos.SetX(pos.X() + g.Advance)
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pos.SetX(pos.X() + advanceF32)
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continue
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}
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gr.GlyphCount++
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// glyphHeight := float32(g.Ascent + g.Descent)
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scale := gglm.NewVec3(g.Advance, float32(gr.Atlas.LineHeight), 1)
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// scale := gglm.NewVec3(g.Width, glyphHeight, 1)
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scale := gglm.NewVec3(advanceF32, lineHeightF32, 1)
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//See: https://developer.apple.com/library/archive/documentation/TextFonts/Conceptual/CocoaTextArchitecture/Art/glyph_metrics_2x.png
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//Quads are drawn from the center and so that's our baseline. But chars shouldn't be centered, they should follow ascent/decent/advance.
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//To make them do that vertically, we raise them above the baseline (y+height/2), then since they are sitting on top of the baseline we can simply
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//move them down by the decent amount to put them in the correct vertical position.
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//
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//Horizontally the character should be drawn from the left edge not the center, so we just move it forward by advance/2
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//The uvs coming in make it so that glyphs are sitting on top of the baseline (no descent) and with horizontal bearing applied.
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//So to position correctly we move them down by the descent amount.
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drawPos := *pos
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drawPos.SetX(drawPos.X())
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drawPos.SetY(drawPos.Y() - g.Descent)
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// drawPos.SetX(drawPos.X() + g.BearingX)
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// drawPos.SetY(drawPos.Y() - g.Descent)
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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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color.R(), color.G(), color.B(), color.A(), //Color
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roundF32(drawPos.X()), roundF32(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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pos.SetX(pos.X() + g.Advance)
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pos.SetX(pos.X() + advanceF32)
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}
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//Draw baselines
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@ -163,8 +154,10 @@ func (gr *GlyphRend) SetFontFromFile(fontFile string, fontOptions *truetype.Opti
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//Any old textures are deleted
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func (gr *GlyphRend) updateFontAtlasTexture() error {
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//Clean old texture and load new texture
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if gr.AtlasTex != nil {
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gl.DeleteTextures(1, &gr.AtlasTex.TexID)
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gr.AtlasTex = nil
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}
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atlasTex, err := assets.LoadTextureInMemImg(gr.Atlas.Img, nil)
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@ -180,6 +173,10 @@ func (gr *GlyphRend) updateFontAtlasTexture() error {
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.BindTexture(gl.TEXTURE_2D, 0)
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//Update material
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gr.GlyphMat.DiffuseTex = gr.AtlasTex.TexID
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gr.GlyphMat.SetUnifVec2("sizeUV", &gr.Atlas.SizeUV)
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return nil
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}
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@ -193,7 +190,6 @@ func (gr *GlyphRend) SetScreenSize(screenWidth, screenHeight int32) {
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viewMtx := gglm.LookAt(gglm.NewVec3(0, 0, -10), gglm.NewVec3(0, 0, 0), gglm.NewVec3(0, 1, 0))
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projViewMtx := projMtx.Mul(viewMtx)
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gr.GlyphMat.DiffuseTex = gr.AtlasTex.TexID
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gr.GlyphMat.SetUnifMat4("projViewMat", &projViewMtx.Mat4)
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}
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@ -204,17 +200,6 @@ func NewGlyphRend(fontFile string, fontOptions *truetype.Options, screenWidth, s
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GlyphVBO: make([]float32, 0),
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}
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atlas, err := NewFontAtlasFromFile(fontFile, fontOptions)
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if err != nil {
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return nil, err
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}
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gr.Atlas = atlas
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err = gr.updateFontAtlasTexture()
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if err != nil {
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return nil, err
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}
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//Create glyph mesh
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gr.GlyphMesh = &meshes.Mesh{
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Name: "glypQuad",
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@ -240,7 +225,18 @@ func NewGlyphRend(fontFile string, fontOptions *truetype.Options, screenWidth, s
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//Setup material
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gr.GlyphMat = materials.NewMaterial("glyphMat", "./res/shaders/glyph.glsl")
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gr.GlyphMat.DiffuseTex = gr.AtlasTex.TexID
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//With the material ready we can generate the atlas
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var err error
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gr.Atlas, err = NewFontAtlasFromFile(fontFile, fontOptions)
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if err != nil {
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return nil, err
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}
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err = gr.updateFontAtlasTexture()
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if err != nil {
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return nil, err
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}
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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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@ -254,11 +250,7 @@ func NewGlyphRend(fontFile string, fontOptions *truetype.Options, screenWidth, s
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}
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gr.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.DataTypeVec2}, //UV0
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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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@ -268,43 +260,27 @@ func NewGlyphRend(fontFile string, fontOptions *truetype.Options, screenWidth, s
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gl.BindBuffer(gl.ARRAY_BUFFER, gr.InstancedBuf.BufID)
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layout := gr.InstancedBuf.GetLayout()
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//4 UV values
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//Instanced attributes
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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, gr.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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colorEle := layout[1]
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gl.EnableVertexAttribArray(2)
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gl.VertexAttribPointer(2, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
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gl.VertexAttribPointer(2, colorEle.ElementType.CompCount(), colorEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(colorEle.Offset))
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gl.VertexAttribDivisor(2, 1)
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uvEle = layout[2]
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posEle := layout[2]
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gl.EnableVertexAttribArray(3)
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gl.VertexAttribPointer(3, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
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gl.VertexAttribPointer(3, posEle.ElementType.CompCount(), posEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(posEle.Offset))
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gl.VertexAttribDivisor(3, 1)
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uvEle = layout[3]
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scaleEle := layout[3]
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gl.EnableVertexAttribArray(4)
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gl.VertexAttribPointer(4, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
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gl.VertexAttribPointer(4, scaleEle.ElementType.CompCount(), scaleEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(scaleEle.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, gr.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, gr.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, gr.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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gr.InstancedBuf.UnBind()
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2
main.go
2
main.go
@ -181,7 +181,7 @@ func (p *program) drawGrid() {
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sizeY := float32(p.GlyphRend.ScreenHeight)
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//columns
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adv := p.GlyphRend.Atlas.Glyphs['A'].Advance
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adv := p.GlyphRend.Atlas.Advance
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for i := int32(0); i < p.GlyphRend.ScreenWidth; i += int32(adv) {
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p.rend.Draw(p.gridMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(float32(i)+0.5, sizeY/2, 0)).Scale(gglm.NewVec3(1, sizeY, 1)), p.gridMat)
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}
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@ -1,41 +1,43 @@
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//shader:vertex
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#version 410
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layout(location=0) in vec3 vertPosIn;
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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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//aVertPos must be in the range [0,1]
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layout(location=0) in vec3 aVertPos;
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layout(location=1) in vec2 aUV0;
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layout(location=2) in vec4 aVertColor;
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layout(location=3) in vec3 aModelPos;
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layout(location=4) in vec3 aModelScale;
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out vec2 vertUV0;
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out vec4 vertColor;
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out vec3 fragPos;
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out vec2 v2fUV0;
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out vec4 v2fColor;
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out vec3 v2fFragPos;
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//MVP = Model View Projection
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uniform mat4 projViewMat;
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uniform vec2 sizeUV;
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void main()
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{
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mat4 modelMat = mat4(
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modelScale.x, 0.0, 0.0, 0.0,
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0.0, modelScale.y, 0.0, 0.0,
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0.0, 0.0, modelScale.z, 0.0,
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modelPos.x, modelPos.y, modelPos.z, 1.0
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aModelScale.x, 0.0, 0.0, 0.0,
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0.0, aModelScale.y, 0.0, 0.0,
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0.0, 0.0, aModelScale.z, 0.0,
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aModelPos.x, aModelPos.y, aModelPos.z, 1.0
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);
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vertUV0 = vertUV0STIn[gl_VertexID];
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vertColor = vertColorIn;
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fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
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v2fUV0 = aUV0 + sizeUV*aVertPos.xy;
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v2fColor = aVertColor;
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v2fFragPos = vec3(modelMat * vec4(aVertPos, 1.0));
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gl_Position = projViewMat * modelMat * vec4(vertPosIn, 1.0);
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gl_Position = projViewMat * modelMat * vec4(aVertPos, 1.0);
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}
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//shader:fragment
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#version 410
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in vec4 vertColor;
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in vec2 vertUV0;
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in vec3 fragPos;
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in vec4 v2fColor;
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in vec2 v2fUV0;
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in vec3 v2fFragPos;
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out vec4 fragColor;
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@ -43,13 +45,13 @@ uniform sampler2D diffTex;
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void main()
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{
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vec4 texColor = texture(diffTex, vertUV0);
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vec4 texColor = texture(diffTex, v2fUV0);
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// if (texColor.r == 0)
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// {
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// fragColor = vec4(0,1,0,0.25);
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// }
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// else
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{
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fragColor = vec4(vertColor.rgb, texColor.r);
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fragColor = vec4(v2fColor.rgb, texColor.r);
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}
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}
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