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https://github.com/bloeys/nterm.git
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322 lines
9.9 KiB
Go
Executable File
322 lines
9.9 KiB
Go
Executable File
package glyphs
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import (
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"errors"
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"math"
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/assets"
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"github.com/bloeys/nmage/buffers"
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"github.com/bloeys/nmage/materials"
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"github.com/bloeys/nmage/meshes"
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"github.com/go-gl/gl/v4.1-core/gl"
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"github.com/golang/freetype/truetype"
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)
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type GlyphRend struct {
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Atlas *FontAtlas
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AtlasTex *assets.Texture
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GlyphMesh *meshes.Mesh
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InstancedBuf buffers.Buffer
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GlyphMat *materials.Material
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GlyphCount int32
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GlyphVBO []float32
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ScreenWidth int32
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ScreenHeight int32
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}
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//DrawTextOpenGLAbs prepares text that will be drawn on the next GlyphRend.Draw call.
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//screenPos is in the range [0,1], where (0,0) is the bottom left.
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//Color is RGBA in the range [0,1].
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func (gr *GlyphRend) DrawTextOpenGL01(text string, screenPos *gglm.Vec3, color *gglm.Vec4) {
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screenPos.Set(screenPos.X()*float32(gr.ScreenWidth), screenPos.Y()*float32(gr.ScreenHeight), screenPos.Z())
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gr.DrawTextOpenGLAbs(text, screenPos, color)
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}
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//DrawTextOpenGLAbs prepares text that will be drawn on the next GlyphRend.Draw call.
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//screenPos is in the range ([0,ScreenWidth],[0,ScreenHeight]).
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//Color is RGBA in the range [0,1].
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func (gr *GlyphRend) DrawTextOpenGLAbs(text string, screenPos *gglm.Vec3, color *gglm.Vec4) {
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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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// startPos := screenPos.Clone()
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pos := screenPos.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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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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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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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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//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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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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}
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//Draw baselines
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// g := gr.Atlas.Glyphs['-']
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// lineData := []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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// 1, 0, 0, 1, //Color
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// 0, startPos.Y(), 1, //Model pos
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// float32(gr.ScreenWidth), 5, 1, //Model scale
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// }
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// instancedData = append(instancedData, lineData...)
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// lineData[13] -= float32(gr.Atlas.LineHeight)
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// instancedData = append(instancedData, lineData...)
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// gr.GlyphCount++
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// gr.GlyphCount++
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gr.GlyphVBO = append(gr.GlyphVBO, instancedData...)
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}
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func (gr *GlyphRend) Draw() {
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if gr.GlyphCount == 0 {
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return
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}
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gr.InstancedBuf.SetData(gr.GlyphVBO)
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gr.InstancedBuf.Bind()
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gr.GlyphMat.Bind()
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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.GlyphCount = 0
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gr.GlyphVBO = []float32{}
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}
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//SetFace updates the underlying font atlas used by the glyph renderer.
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//The current atlas is unchanged if there is an error
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func (gr *GlyphRend) SetFace(fontOptions *truetype.Options) error {
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face := truetype.NewFace(gr.Atlas.Font, fontOptions)
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newAtlas, err := NewFontAtlasFromFont(gr.Atlas.Font, face, uint(fontOptions.Size))
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if err != nil {
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return err
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}
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gr.Atlas = newAtlas
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gr.updateFontAtlasTexture()
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return nil
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}
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func (gr *GlyphRend) SetFontFromFile(fontFile string, fontOptions *truetype.Options) error {
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atlas, err := NewFontAtlasFromFile(fontFile, fontOptions)
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if err != nil {
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return err
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}
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gr.Atlas = atlas
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gr.updateFontAtlasTexture()
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return nil
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}
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//updateFontAtlasTexture uploads the texture representing the font atlas to the GPU
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//and updates the GlyphRend.AtlasTex field.
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//
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//Any old textures are deleted
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func (gr *GlyphRend) updateFontAtlasTexture() error {
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if gr.AtlasTex != nil {
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gl.DeleteTextures(1, &gr.AtlasTex.TexID)
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}
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atlasTex, err := assets.LoadTextureInMemImg(gr.Atlas.Img, nil)
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if err != nil {
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return err
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}
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gr.AtlasTex = &atlasTex
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gl.BindTexture(gl.TEXTURE_2D, atlasTex.TexID)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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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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return nil
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}
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func (gr *GlyphRend) SetScreenSize(screenWidth, screenHeight int32) {
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gr.ScreenWidth = screenWidth
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gr.ScreenHeight = screenHeight
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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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projMtx := gglm.Ortho(0, float32(screenWidth), float32(screenHeight), 0, 0.1, 20)
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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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func NewGlyphRend(fontFile string, fontOptions *truetype.Options, screenWidth, screenHeight int32) (*GlyphRend, error) {
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gr := &GlyphRend{
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GlyphCount: 0,
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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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//VertPos only. 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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//The quad must be anchored at the bottom-left, not it's center (i.e. bottom-left vertex must be at 0,0)
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gr.GlyphMesh.Buf.SetData([]float32{
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0, 0, 0,
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1, 0, 0,
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0, 1, 0,
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1, 1, 0,
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})
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gr.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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//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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//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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gr.InstancedBuf = buffers.Buffer{
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VAOID: gr.GlyphMesh.Buf.VAOID,
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}
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gl.GenBuffers(1, &gr.InstancedBuf.BufID)
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if gr.InstancedBuf.BufID == 0 {
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return nil, errors.New("failed to create OpenGL VBO buffer")
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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.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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gr.InstancedBuf.Bind()
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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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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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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.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, gr.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, gr.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, 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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//Reset mesh layout because the instancedBuf setLayout over-wrote vertex attribute 0
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gr.GlyphMesh.Buf.SetLayout(buffers.Element{ElementType: buffers.DataTypeVec3})
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gr.SetScreenSize(screenWidth, screenHeight)
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// fmt.Printf("lineHeight=%d, glyphInfo=%+v\n", gr.Atlas.LineHeight, gr.Atlas.Glyphs['A'])
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return gr, nil
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}
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func roundF32(x float32) float32 {
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return float32(math.Round(float64(x)))
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}
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