package glyphs import ( "errors" "math" "unicode" "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" ) const ( MaxGlyphsPerBatch = 16384 floatsPerGlyph = 11 invalidRune = unicode.ReplacementChar ) var ( RuneInfos map[rune]RuneInfo ) type GlyphRend struct { Atlas *FontAtlas AtlasTex *assets.Texture GlyphMesh *meshes.Mesh InstancedBuf buffers.Buffer GlyphMat *materials.Material GlyphCount uint32 //NOTE: Because of the sad realities (bugs?) of CGO, passing an array in a struct //to C explodes (Go pointer to Go pointer error) even though passing the same array //allocated inside the function is fine (Go potentially can't detect what's happening properly). // //Luckily slices still work, so for now we will use our slice as an array (no appending) GlyphVBO []float32 // GlyphVBO [floatsPerGlyph * maxGlyphsPerBatch]float32 ScreenWidth int32 ScreenHeight int32 SpacesPerTab uint } //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) // startPos := screenPos.Clone() pos := screenPos.Clone() advanceF32 := float32(gr.Atlas.Advance) lineHeightF32 := float32(gr.Atlas.LineHeight) scale := gglm.NewVec2(advanceF32, lineHeightF32) prevRune := invalidRune buffIndex := gr.GlyphCount * floatsPerGlyph for i := 0; i < len(rs); i++ { r := rs[i] if r == '\n' { screenPos.SetY(screenPos.Y() - lineHeightF32) pos = screenPos.Clone() prevRune = r continue } else if r == ' ' { pos.AddX(advanceF32) prevRune = r continue } else if r == '\t' { pos.AddX(advanceF32 * float32(gr.SpacesPerTab)) prevRune = r continue } var g *FontAtlasGlyph if i < len(rs)-1 { //start or middle of sentence g = gr.glyphFromRunes(r, prevRune, rs[i+1]) } else { //Last character g = gr.glyphFromRunes(r, prevRune, invalidRune) } //See: https://developer.apple.com/library/archive/documentation/TextFonts/Conceptual/CocoaTextArchitecture/Art/glyph_metrics_2x.png //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) //Add the glyph information to the vbo //UV gr.GlyphVBO[buffIndex+0] = g.U gr.GlyphVBO[buffIndex+1] = g.V //Color gr.GlyphVBO[buffIndex+2] = color.R() gr.GlyphVBO[buffIndex+3] = color.G() gr.GlyphVBO[buffIndex+4] = color.B() gr.GlyphVBO[buffIndex+5] = color.A() //Model Pos gr.GlyphVBO[buffIndex+6] = roundF32(drawPos.X()) gr.GlyphVBO[buffIndex+7] = roundF32(drawPos.Y()) gr.GlyphVBO[buffIndex+8] = drawPos.Z() //Model Scale gr.GlyphVBO[buffIndex+9] = scale.X() gr.GlyphVBO[buffIndex+10] = scale.Y() gr.GlyphCount++ pos.AddX(advanceF32) //If we fill the buffer we issue a draw call if gr.GlyphCount == MaxGlyphsPerBatch { gr.Draw() buffIndex = 0 } else { buffIndex += floatsPerGlyph } prevRune = r } } func (gr *GlyphRend) GetTextRuns(t string) [][]rune { rs := []rune(t) if len(rs) == 0 { return [][]rune{} } runs := make([][]rune, 0, 1) currRunScript := RuneInfos[rs[0]].ScriptTable runStartIndex := 0 for i := 1; i < len(rs); i++ { r := rs[i] ri := RuneInfos[r] if ri.ScriptTable == currRunScript || ri.ScriptTable == unicode.Common { continue } runs = append(runs, rs[runStartIndex:i]) runStartIndex = i currRunScript = ri.ScriptTable } if runStartIndex != len(rs)-1 { runs = append(runs, rs[runStartIndex:]) } return runs } func (gr *GlyphRend) glyphFromRunes(curr, prev, next rune) *FontAtlasGlyph { type PosCtx int const ( PosCtx_start PosCtx = iota PosCtx_mid PosCtx_end PosCtx_isolated ) prevIsLetter := unicode.IsLetter(prev) nextIsLetter := unicode.IsLetter(next) //Isolated case if !prevIsLetter && !nextIsLetter { g := gr.Atlas.Glyphs[curr] return &g } ctx := PosCtx_mid if prevIsLetter && nextIsLetter { ctx = PosCtx_mid } else if nextIsLetter { ctx = PosCtx_start } else { ctx = PosCtx_end } switch ctx { case PosCtx_start: equivRunes := RuneInfos[curr].EquivalentRunes for i := 0; i < len(equivRunes); i++ { otherRune := equivRunes[i] otherRuneInfo := RuneInfos[otherRune] if otherRuneInfo.DecompTag == DecompTags_initial { curr = otherRune break } } case PosCtx_mid: case PosCtx_end: } g := gr.Atlas.Glyphs[curr] return &g } func (gr *GlyphRend) Draw() { if gr.GlyphCount == 0 { return } gr.InstancedBuf.SetData(gr.GlyphVBO[:gr.GlyphCount*floatsPerGlyph]) gr.InstancedBuf.Bind() gr.GlyphMat.Bind() gl.DrawElementsInstanced(gl.TRIANGLES, gr.GlyphMesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0), int32(gr.GlyphCount)) gr.GlyphCount = 0 } //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() 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() 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() 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) if err != nil { return err } gr.AtlasTex = &atlasTex 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) //Update material gr.GlyphMat.DiffuseTex = gr.AtlasTex.TexID gr.GlyphMat.SetUnifVec2("sizeUV", &gr.Atlas.SizeUV) 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.SetUnifMat4("projViewMat", &projViewMtx.Mat4) } func NewGlyphRend(fontFile string, fontOptions *truetype.Options, screenWidth, screenHeight int32) (*GlyphRend, error) { gr := &GlyphRend{ GlyphCount: 0, GlyphVBO: make([]float32, floatsPerGlyph*MaxGlyphsPerBatch), SpacesPerTab: 4, } //Create glyph mesh gr.GlyphMesh = &meshes.Mesh{ Name: "glypQuad", //VertPos only. 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.glsl") //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. gr.InstancedBuf = buffers.Buffer{ VAOID: gr.GlyphMesh.Buf.VAOID, } gl.GenBuffers(1, &gr.InstancedBuf.BufID) if gr.InstancedBuf.BufID == 0 { return nil, errors.New("failed to create OpenGL VBO buffer") } gr.InstancedBuf.SetLayout( buffers.Element{ElementType: buffers.DataTypeVec2}, //UV0 buffers.Element{ElementType: buffers.DataTypeVec4}, //Color buffers.Element{ElementType: buffers.DataTypeVec3}, //ModelPos buffers.Element{ElementType: buffers.DataTypeVec2}, //ModelScale ) gr.InstancedBuf.Bind() gl.BindBuffer(gl.ARRAY_BUFFER, gr.InstancedBuf.BufID) layout := gr.InstancedBuf.GetLayout() //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) colorEle := layout[1] gl.EnableVertexAttribArray(2) gl.VertexAttribPointer(2, colorEle.ElementType.CompCount(), colorEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(colorEle.Offset)) gl.VertexAttribDivisor(2, 1) posEle := layout[2] gl.EnableVertexAttribArray(3) gl.VertexAttribPointer(3, posEle.ElementType.CompCount(), posEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(posEle.Offset)) gl.VertexAttribDivisor(3, 1) scaleEle := layout[3] gl.EnableVertexAttribArray(4) gl.VertexAttribPointer(4, scaleEle.ElementType.CompCount(), scaleEle.ElementType.GLType(), false, gr.InstancedBuf.Stride, gl.PtrOffset(scaleEle.Offset)) gl.VertexAttribDivisor(4, 1) gl.BindBuffer(gl.ARRAY_BUFFER, 0) gr.InstancedBuf.UnBind() //Reset mesh layout because the instancedBuf setLayout over-wrote vertex attribute 0 gr.GlyphMesh.Buf.SetLayout(buffers.Element{ElementType: buffers.DataTypeVec3}) gr.SetScreenSize(screenWidth, screenHeight) RuneInfos, err = ParseUnicodeData("./unicode-data-13.txt") if err != nil { return nil, err } return gr, nil } func roundF32(x float32) float32 { return float32(math.Round(float64(x))) }