package glyphs import ( "errors" "math" "os" "github.com/bloeys/gglm/gglm" "github.com/bloeys/nmage/assets" "github.com/bloeys/nmage/buffers" "github.com/bloeys/nmage/materials" "github.com/bloeys/nmage/meshes" "github.com/go-gl/gl/v4.1-core/gl" "github.com/golang/freetype/truetype" ) type GlyphRend struct { Atlas *FontAtlas AtlasTex *assets.Texture GlyphMesh *meshes.Mesh InstancedBuf buffers.Buffer GlyphMat *materials.Material GlyphCount int32 GlyphVBO []float32 ScreenWidth int32 ScreenHeight int32 } //DrawTextOpenGLAbs prepares text that will be drawn on the next GlyphRend.Draw call. //screenPos is in the range [0,1], where (0,0) is the bottom left. //Color is RGBA in the range [0,1]. func (gr *GlyphRend) DrawTextOpenGL01(text string, screenPos *gglm.Vec3, color *gglm.Vec4) { screenPos.Set(screenPos.X()*float32(gr.ScreenWidth), screenPos.Y()*float32(gr.ScreenHeight), screenPos.Z()) gr.DrawTextOpenGLAbs(text, screenPos, color) } //DrawTextOpenGLAbs prepares text that will be drawn on the next GlyphRend.Draw call. //screenPos is in the range ([0,ScreenWidth],[0,ScreenHeight]). //Color is RGBA in the range [0,1]. func (gr *GlyphRend) DrawTextOpenGLAbs(text string, screenPos *gglm.Vec3, color *gglm.Vec4) { //Prepass to pre-allocate the buffer rs := []rune(text) const floatsPerGlyph = 18 // startPos := screenPos.Clone() pos := screenPos.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] g := gr.Atlas.Glyphs[r] if r == '\n' { screenPos.SetY(screenPos.Y() - float32(gr.Atlas.LineHeight)) pos = screenPos.Clone() continue } else if r == ' ' { pos.SetX(pos.X() + g.Advance) continue } gr.GlyphCount++ glyphHeight := float32(g.Ascent + g.Descent) scale := gglm.NewVec3(g.Width, glyphHeight, 1) // scale := gglm.NewVec3(g.Advance, glyphHeight, 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 drawPos := *pos 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) } //Draw baselines // g := gr.Atlas.Glyphs['-'] // lineData := []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, // 1, 0, 0, 1, //Color // 0, startPos.Y(), 1, //Model pos // float32(gr.ScreenWidth), 5, 1, //Model scale // } // instancedData = append(instancedData, lineData...) // lineData[13] -= float32(gr.Atlas.LineHeight) // instancedData = append(instancedData, lineData...) // gr.GlyphCount++ // gr.GlyphCount++ gr.GlyphVBO = append(gr.GlyphVBO, instancedData...) } func (gr *GlyphRend) Draw() { if gr.GlyphCount == 0 { return } gr.InstancedBuf.SetData(gr.GlyphVBO) gr.InstancedBuf.Bind() gr.GlyphMat.Bind() gl.DrawElementsInstanced(gl.TRIANGLES, gr.GlyphMesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0), gr.GlyphCount) gr.GlyphCount = 0 gr.GlyphVBO = []float32{} } //SetFace updates the underlying font atlas used by the glyph renderer. //The current atlas is unchanged if there is an error func (gr *GlyphRend) SetFace(fontOptions *truetype.Options) error { face := truetype.NewFace(gr.Atlas.Font, fontOptions) newAtlas, err := NewFontAtlasFromFont(gr.Atlas.Font, face, uint(fontOptions.Size)) if err != nil { return err } gr.Atlas = newAtlas gr.updateFontAtlasTexture("temp-atlas") return nil } func (gr *GlyphRend) SetFontFromFile(fontFile string, fontOptions *truetype.Options) error { atlas, err := NewFontAtlasFromFile(fontFile, fontOptions) if err != nil { return err } gr.Atlas = atlas gr.updateFontAtlasTexture(fontFile) return nil } //updateFontAtlasTexture uploads the texture representing the font atlas to the GPU //and updates the GlyphRend.AtlasTex field. // //Any old textures are deleted func (gr *GlyphRend) updateFontAtlasTexture(fontFile string) error { if gr.AtlasTex != nil { gl.DeleteTextures(1, &gr.AtlasTex.TexID) } pngFileName := fontFile + "-atlas.png" err := SaveImgToPNG(gr.Atlas.Img, pngFileName) if err != nil { return err } defer os.Remove(pngFileName) atlasTex, err := assets.LoadPNGTexture(pngFileName) if err != nil { return err } gr.AtlasTex = &atlasTex //TODO: We want a function to load without caching. For now we clear manually delete(assets.Textures, atlasTex.TexID) delete(assets.TexturePaths, pngFileName) gl.BindTexture(gl.TEXTURE_2D, atlasTex.TexID) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.BindTexture(gl.TEXTURE_2D, 0) return nil } func (gr *GlyphRend) SetScreenSize(screenWidth, screenHeight int32) { gr.ScreenWidth = screenWidth gr.ScreenHeight = screenHeight //The projection matrix fits the screen size. This is needed so we can size and position characters correctly. projMtx := gglm.Ortho(0, float32(screenWidth), float32(screenHeight), 0, 0.1, 20) 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) } func NewGlyphRend(fontFile string, fontOptions *truetype.Options, screenWidth, screenHeight int32) (*GlyphRend, error) { gr := &GlyphRend{ GlyphCount: 0, GlyphVBO: make([]float32, 0), } atlas, err := NewFontAtlasFromFile(fontFile, fontOptions) if err != nil { return nil, err } gr.Atlas = atlas err = gr.updateFontAtlasTexture(fontFile) if err != nil { return nil, err } //Create glyph mesh gr.GlyphMesh = &meshes.Mesh{ Name: "glypQuad", //VertPos, UV, Color; Instanced attributes are stored separately Buf: buffers.NewBuffer( buffers.Element{ElementType: buffers.DataTypeVec3}, ), } //The quad must be anchored at the bottom-left, not it's center (i.e. bottom-left vertex must be at 0,0) gr.GlyphMesh.Buf.SetData([]float32{ 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, }) gr.GlyphMesh.Buf.SetIndexBufData([]uint32{ 0, 1, 2, 1, 3, 2, }) //Setup material gr.GlyphMat = materials.NewMaterial("glyphMat", "./res/shaders/glyph") gr.GlyphMat.SetAttribute(gr.GlyphMesh.Buf) gr.GlyphMat.DiffuseTex = gr.AtlasTex.TexID //Create instanced buf and set its instanced attributes. //Multiple VBOs under one VAO, one VBO for vertex data, and one VBO for instanced data. gr.InstancedBuf = buffers.Buffer{ VAOID: gr.GlyphMesh.Buf.VAOID, } 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.DataTypeVec4}, //Color buffers.Element{ElementType: buffers.DataTypeVec3}, //ModelPos buffers.Element{ElementType: buffers.DataTypeVec3}, //ModelScale ) gl.GenBuffers(1, &gr.InstancedBuf.BufID) if gr.InstancedBuf.BufID == 0 { return nil, errors.New("failed to create OpenGL VBO buffer") } gr.InstancedBuf.Bind() gl.BindBuffer(gl.ARRAY_BUFFER, gr.InstancedBuf.BufID) layout := gr.InstancedBuf.GetLayout() //4 UV values 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] gl.EnableVertexAttribArray(2) gl.VertexAttribPointer(2, uvEle.ElementType.CompCount(), uvEle.ElementType.GLType(), false, gr.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, gr.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, gr.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, 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() gr.SetScreenSize(screenWidth, screenHeight) // fmt.Printf("lineHeight=%d, glyphInfo=%+v\n", gr.Atlas.LineHeight, gr.Atlas.Glyphs['A']) return gr, nil } func roundF32(x float32) float32 { return float32(math.Round(float64(x))) }