Files
nterm/glyphs/glyphs.go
2022-07-05 07:29:33 +04:00

422 lines
11 KiB
Go
Executable File

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)))
}