Make SizeU/SizeV uniforms instead of per-vertex+reduce glyph info

This commit is contained in:
bloeys
2022-07-03 22:08:40 +04:00
parent 9c09814322
commit afb5453a3a
4 changed files with 78 additions and 106 deletions

View File

@ -10,6 +10,7 @@ import (
"os"
"unicode"
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nterm/assert"
"github.com/golang/freetype/truetype"
"golang.org/x/image/font"
@ -17,23 +18,23 @@ import (
)
type FontAtlas struct {
Font *truetype.Font
Img *image.RGBA
Glyphs map[rune]FontAtlasGlyph
Font *truetype.Font
Img *image.RGBA
Glyphs map[rune]FontAtlasGlyph
//Advance is global to the atlas because we only support monospaced fonts
Advance int
LineHeight int
SizeUV gglm.Vec2
}
type FontAtlasGlyph struct {
U float32
V float32
SizeU float32
SizeV float32
U float32
V float32
Ascent float32
Descent float32
Advance float32
BearingX float32
Width float32
}
//NewFontAtlasFromFile reads a TTF or TTC file and produces a font texture atlas containing
@ -119,11 +120,16 @@ func NewFontAtlasFromFont(f *truetype.Font, face font.Face, pointSize uint) (*Fo
}
//Create atlas
atlasSizeXF32 := float32(atlasSizeX)
atlasSizeYF32 := float32(atlasSizeY)
atlas := &FontAtlas{
Font: f,
Img: image.NewRGBA(image.Rect(0, 0, atlasSizeX, atlasSizeY)),
Glyphs: make(map[rune]FontAtlasGlyph, len(glyphs)),
Font: f,
Img: image.NewRGBA(image.Rect(0, 0, atlasSizeX, atlasSizeY)),
Glyphs: make(map[rune]FontAtlasGlyph, len(glyphs)),
Advance: charAdv - charPaddingX,
LineHeight: lineHeight,
SizeUV: *gglm.NewVec2(float32(charAdv-charPaddingX)/atlasSizeXF32, float32(lineHeight)/atlasSizeYF32),
}
//Clear background to black
@ -135,8 +141,6 @@ func NewFontAtlasFromFont(f *truetype.Font, face font.Face, pointSize uint) (*Fo
}
//Put glyphs on atlas
atlasSizeXF32 := float32(atlasSizeX)
atlasSizeYF32 := float32(atlasSizeY)
charPaddingXFixed := fixed.I(charPaddingX)
charPaddingYFixed := fixed.I(charPaddingY)
@ -145,28 +149,18 @@ func NewFontAtlasFromFont(f *truetype.Font, face font.Face, pointSize uint) (*Fo
for _, g := range glyphs {
gBounds, gAdvanceFixed, _ := face.GlyphBounds(g)
advanceCeilF32 := float32(gAdvanceFixed.Ceil())
ascent := absFixedI26_6(gBounds.Min.Y)
descent := absFixedI26_6(gBounds.Max.Y)
bearingX := absFixedI26_6(gBounds.Min.X)
glyphWidth := float32((absFixedI26_6(gBounds.Max.X) - absFixedI26_6(gBounds.Min.X)).Ceil())
//TODO: Since sizeU/sizeV are now constant we should upload as a uniform
atlas.Glyphs[g] = FontAtlasGlyph{
U: float32((drawer.Dot.X).Floor()) / atlasSizeXF32,
V: (atlasSizeYF32 - float32((drawer.Dot.Y).Ceil())) / atlasSizeYF32,
SizeU: advanceCeilF32 / atlasSizeXF32,
SizeV: float32(lineHeight) / atlasSizeYF32,
Ascent: float32(ascent.Ceil()),
Descent: float32(descent.Ceil()),
Advance: float32(advanceCeilF32),
Ascent: float32(ascent.Ceil()),
Descent: float32(descent.Ceil()),
BearingX: float32(bearingX.Ceil()),
Width: glyphWidth,
}
//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
// startPos := screenPos.Clone()
pos := screenPos.Clone()
advanceF32 := float32(gr.Atlas.Advance)
lineHeightF32 := float32(gr.Atlas.LineHeight)
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]
g := gr.Atlas.Glyphs[r]
if r == '\n' {
screenPos.SetY(screenPos.Y() - float32(gr.Atlas.LineHeight))
screenPos.SetY(screenPos.Y() - lineHeightF32)
pos = screenPos.Clone()
continue
} else if r == ' ' {
pos.SetX(pos.X() + g.Advance)
pos.SetX(pos.X() + advanceF32)
continue
}
gr.GlyphCount++
// glyphHeight := float32(g.Ascent + g.Descent)
scale := gglm.NewVec3(g.Advance, float32(gr.Atlas.LineHeight), 1)
// scale := gglm.NewVec3(g.Width, glyphHeight, 1)
scale := gglm.NewVec3(advanceF32, lineHeightF32, 1)
//See: https://developer.apple.com/library/archive/documentation/TextFonts/Conceptual/CocoaTextArchitecture/Art/glyph_metrics_2x.png
//Quads are drawn from the center and so that's our baseline. But chars shouldn't be centered, they should follow ascent/decent/advance.
//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
//move them down by the decent amount to put them in the correct vertical position.
//
//Horizontally the character should be drawn from the left edge not the center, so we just move it forward by advance/2
//The uvs coming in make it so that glyphs are sitting on top of the baseline (no descent) and with horizontal bearing applied.
//So to position correctly we move them down by the descent amount.
drawPos := *pos
drawPos.SetX(drawPos.X())
drawPos.SetY(drawPos.Y() - g.Descent)
// drawPos.SetX(drawPos.X() + g.BearingX)
// drawPos.SetY(drawPos.Y() - g.Descent)
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,
color.R(), color.G(), color.B(), color.A(), //Color
roundF32(drawPos.X()), roundF32(drawPos.Y()), drawPos.Z(), //Model pos
scale.X(), scale.Y(), scale.Z(), //Model scale
}...)
pos.SetX(pos.X() + g.Advance)
pos.SetX(pos.X() + advanceF32)
}
//Draw baselines
@ -163,8 +154,10 @@ func (gr *GlyphRend) SetFontFromFile(fontFile string, fontOptions *truetype.Opti
//Any old textures are deleted
func (gr *GlyphRend) updateFontAtlasTexture() error {
//Clean old texture and load new texture
if gr.AtlasTex != nil {
gl.DeleteTextures(1, &gr.AtlasTex.TexID)
gr.AtlasTex = nil
}
atlasTex, err := assets.LoadTextureInMemImg(gr.Atlas.Img, nil)
@ -180,6 +173,10 @@ func (gr *GlyphRend) updateFontAtlasTexture() error {
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.BindTexture(gl.TEXTURE_2D, 0)
//Update material
gr.GlyphMat.DiffuseTex = gr.AtlasTex.TexID
gr.GlyphMat.SetUnifVec2("sizeUV", &gr.Atlas.SizeUV)
return nil
}
@ -193,7 +190,6 @@ func (gr *GlyphRend) SetScreenSize(screenWidth, screenHeight int32) {
viewMtx := gglm.LookAt(gglm.NewVec3(0, 0, -10), gglm.NewVec3(0, 0, 0), gglm.NewVec3(0, 1, 0))
projViewMtx := projMtx.Mul(viewMtx)
gr.GlyphMat.DiffuseTex = gr.AtlasTex.TexID
gr.GlyphMat.SetUnifMat4("projViewMat", &projViewMtx.Mat4)
}
@ -204,17 +200,6 @@ func NewGlyphRend(fontFile string, fontOptions *truetype.Options, screenWidth, s
GlyphVBO: make([]float32, 0),
}
atlas, err := NewFontAtlasFromFile(fontFile, fontOptions)
if err != nil {
return nil, err
}
gr.Atlas = atlas
err = gr.updateFontAtlasTexture()
if err != nil {
return nil, err
}
//Create glyph mesh
gr.GlyphMesh = &meshes.Mesh{
Name: "glypQuad",
@ -240,7 +225,18 @@ func NewGlyphRend(fontFile string, fontOptions *truetype.Options, screenWidth, s
//Setup material
gr.GlyphMat = materials.NewMaterial("glyphMat", "./res/shaders/glyph.glsl")
gr.GlyphMat.DiffuseTex = gr.AtlasTex.TexID
//With the material ready we can generate the atlas
var err error
gr.Atlas, err = NewFontAtlasFromFile(fontFile, fontOptions)
if err != nil {
return nil, err
}
err = gr.updateFontAtlasTexture()
if err != nil {
return nil, err
}
//Create instanced buf and set its instanced attributes.
//Multiple VBOs under one VAO, one VBO for vertex data, and one VBO for instanced data.
@ -254,11 +250,7 @@ func NewGlyphRend(fontFile string, fontOptions *truetype.Options, screenWidth, s
}
gr.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.DataTypeVec2}, //UV0
buffers.Element{ElementType: buffers.DataTypeVec4}, //Color
buffers.Element{ElementType: buffers.DataTypeVec3}, //ModelPos
buffers.Element{ElementType: buffers.DataTypeVec3}, //ModelScale
@ -268,43 +260,27 @@ func NewGlyphRend(fontFile string, fontOptions *truetype.Options, screenWidth, s
gl.BindBuffer(gl.ARRAY_BUFFER, gr.InstancedBuf.BufID)
layout := gr.InstancedBuf.GetLayout()
//4 UV values
//Instanced attributes
uvEle := layout[0]
gl.EnableVertexAttribArray(1)
gl.VertexAttribPointer(1, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
gl.VertexAttribDivisor(1, 1)
uvEle = layout[1]
colorEle := layout[1]
gl.EnableVertexAttribArray(2)
gl.VertexAttribPointer(2, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
gl.VertexAttribPointer(2, colorEle.ElementType.CompCount(), colorEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(colorEle.Offset))
gl.VertexAttribDivisor(2, 1)
uvEle = layout[2]
posEle := layout[2]
gl.EnableVertexAttribArray(3)
gl.VertexAttribPointer(3, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
gl.VertexAttribPointer(3, posEle.ElementType.CompCount(), posEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(posEle.Offset))
gl.VertexAttribDivisor(3, 1)
uvEle = layout[3]
scaleEle := layout[3]
gl.EnableVertexAttribArray(4)
gl.VertexAttribPointer(4, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(uvEle.Offset))
gl.VertexAttribPointer(4, scaleEle.ElementType.CompCount(), scaleEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(scaleEle.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, gr.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, gr.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, gr.InstancedBuf.Stride, gl.PtrOffset(scaleEle.Offset))
gl.VertexAttribDivisor(7, 1)
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gr.InstancedBuf.UnBind()

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@ -181,7 +181,7 @@ func (p *program) drawGrid() {
sizeY := float32(p.GlyphRend.ScreenHeight)
//columns
adv := p.GlyphRend.Atlas.Glyphs['A'].Advance
adv := p.GlyphRend.Atlas.Advance
for i := int32(0); i < p.GlyphRend.ScreenWidth; i += int32(adv) {
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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@ -1,41 +1,43 @@
//shader:vertex
#version 410
layout(location=0) in vec3 vertPosIn;
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;
//aVertPos must be in the range [0,1]
layout(location=0) in vec3 aVertPos;
layout(location=1) in vec2 aUV0;
layout(location=2) in vec4 aVertColor;
layout(location=3) in vec3 aModelPos;
layout(location=4) in vec3 aModelScale;
out vec2 vertUV0;
out vec4 vertColor;
out vec3 fragPos;
out vec2 v2fUV0;
out vec4 v2fColor;
out vec3 v2fFragPos;
//MVP = Model View Projection
uniform mat4 projViewMat;
uniform vec2 sizeUV;
void main()
{
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
aModelScale.x, 0.0, 0.0, 0.0,
0.0, aModelScale.y, 0.0, 0.0,
0.0, 0.0, aModelScale.z, 0.0,
aModelPos.x, aModelPos.y, aModelPos.z, 1.0
);
vertUV0 = vertUV0STIn[gl_VertexID];
vertColor = vertColorIn;
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
v2fUV0 = aUV0 + sizeUV*aVertPos.xy;
v2fColor = aVertColor;
v2fFragPos = vec3(modelMat * vec4(aVertPos, 1.0));
gl_Position = projViewMat * modelMat * vec4(vertPosIn, 1.0);
gl_Position = projViewMat * modelMat * vec4(aVertPos, 1.0);
}
//shader:fragment
#version 410
in vec4 vertColor;
in vec2 vertUV0;
in vec3 fragPos;
in vec4 v2fColor;
in vec2 v2fUV0;
in vec3 v2fFragPos;
out vec4 fragColor;
@ -43,13 +45,13 @@ uniform sampler2D diffTex;
void main()
{
vec4 texColor = texture(diffTex, vertUV0);
vec4 texColor = texture(diffTex, v2fUV0);
// if (texColor.r == 0)
// {
// fragColor = vec4(0,1,0,0.25);
// }
// else
{
fragColor = vec4(vertColor.rgb, texColor.r);
fragColor = vec4(v2fColor.rgb, texColor.r);
}
}