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https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
text instancing
This commit is contained in:
@@ -19,15 +19,20 @@
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Display *display;
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Window window;
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typedef struct InstanceData {
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Vec4f position;
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int tex_coords_index;
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} InstanceData;
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Context zephr_context;
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Shader font_shader;
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Shader ui_shader;
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unsigned int font_vao;
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unsigned int ui_vao;
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unsigned int font_vbo;
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unsigned int font_instance_vbo;
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unsigned int ui_vbo;
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// TODO: instanced rendering of ui elements and text??
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// TODO: instanced rendering of ui elements
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int init_fonts(const char *font_path) {
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FT_Library ft;
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@@ -55,22 +60,38 @@ int init_fonts(const char *font_path) {
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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uint max_dim = (1 + (face->size->metrics.height >> 6)) * ceilf(sqrtf(face->num_glyphs));
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uint tex_width = 1;
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while (tex_width < max_dim) {
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tex_width <<= 1;
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}
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uint tex_height = tex_width;
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/* uint max_dim = (1 + (face->size->metrics.height >> 6)) * ceilf(sqrtf(face->num_glyphs)); */
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/* uint tex_width = 1; */
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/* while (tex_width < max_dim) { */
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/* tex_width <<= 1; */
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/* } */
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/* uint tex_height = tex_width; */
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char *pixels = (char *)calloc(tex_width * tex_height, 1);
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int pen_x = 0, pen_y = 0;
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FT_UInt glyph_idx;
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FT_ULong c = FT_Get_First_Char(face, &glyph_idx);
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while (glyph_idx) {
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if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
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printf("[ERROR]: failed to load glyph for char '0x%lx'\n", c);
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uint tex_width = 0, tex_height = 0;
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for (uint i = 32; i < 128; i++) {
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if (FT_Load_Char(face, i, FT_LOAD_RENDER)) {
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printf("[ERROR]: failed to load glyph for char '0x%x'\n", i);
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}
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/* FT_Render_Glyph(face->glyph, FT_RENDER_MODE_SDF); */
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tex_width += face->glyph->bitmap.width + 1;
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tex_height = max(tex_height, face->glyph->bitmap.rows);
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}
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printf("[INFO] Texture size: %d,%d\n", tex_width, tex_height);
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char *pixels = (char *)calloc(tex_width * tex_height, 1);
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for (uint i = 32; i < 128; i++) {
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/* while (glyph_idx) { */
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if (FT_Load_Char(face, i, FT_LOAD_RENDER)) {
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printf("[ERROR]: failed to load glyph for char '0x%x'\n", i);
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}
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/* FT_Render_Glyph(face->glyph, FT_RENDER_MODE_SDF); */
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@@ -110,11 +131,11 @@ int init_fonts(const char *font_path) {
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character.size = (Size){ .width = face->glyph->bitmap.width, .height = face->glyph->bitmap.rows };
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character.bearing = (Size){ .width = face->glyph->bitmap_left, .height = face->glyph->bitmap_top };
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hmput(zephr_context.font.characters, c, character);
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zephr_context.font.characters[i] = character;
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pen_x += bmp->width + 1;
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c = FT_Get_Next_Char(face, c, &glyph_idx);
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/* c = FT_Get_Next_Char(face, c, &glyph_idx); */
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}
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unsigned int texture;
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@@ -140,6 +161,9 @@ int init_fonts(const char *font_path) {
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}
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int init_ui(const char* font_path, Size window_size) {
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uint font_vbo;
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uint font_ebo;
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zephr_context.window_size = window_size;
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zephr_context.projection = orthographic_projection_2d(0.f, window_size.width, window_size.height, 0.f);
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@@ -152,19 +176,58 @@ int init_ui(const char* font_path, Size window_size) {
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return 1;
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}
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font_shader = create_shader("shaders/ui.vert", "shaders/font.frag");
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font_shader = create_shader("shaders/font.vert", "shaders/font.frag");
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ui_shader = create_shader("shaders/ui.vert", "shaders/ui.frag");
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glGenVertexArrays(1, &font_vao);
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glGenVertexArrays(1, &ui_vao);
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glGenBuffers(1, &font_vbo);
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glGenBuffers(1, &font_instance_vbo);
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glGenBuffers(1, &font_ebo);
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glGenBuffers(1, &ui_vbo);
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float quad_vertices[4][2] = {
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{0.0, 1.0}, // top left
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{1.0, 1.0}, // top right
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{1.0, 0.0}, // bottom right
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{0.0, 0.0}, // bottom left
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};
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int quad_indices[6] = {
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0, 1, 2,
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2, 3, 0
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};
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glBindVertexArray(font_vao);
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// font quad vbo
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glBindBuffer(GL_ARRAY_BUFFER, font_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 4 * 2, quad_vertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
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// font instance vbo
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glBindBuffer(GL_ARRAY_BUFFER, font_instance_vbo);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (void *)0);
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glVertexAttribDivisor(1, 1);
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glEnableVertexAttribArray(2);
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glVertexAttribIPointer(2, 1, GL_INT, sizeof(InstanceData), (void *)sizeof(Vec4f));
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glVertexAttribDivisor(2, 1);
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// font ebo
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, font_ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
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use_shader(font_shader);
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for (int i = 32; i < 128; i++) {
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for (int j = 0; j < 4; j++) {
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char text[32];
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snprintf(text, 32, "texcoords[%d]", (i - 32) * 4 + j);
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set_vec2f(font_shader, text, zephr_context.font.characters[i].tex_coords[j].x, zephr_context.font.characters[i].tex_coords[j].y);
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}
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}
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glBindVertexArray(ui_vao);
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glBindBuffer(GL_ARRAY_BUFFER, ui_vbo);
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@@ -256,9 +319,16 @@ bool zephr_should_quit() {
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/* update_ui(); */
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audio_update();
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return zephr_context.should_quit;
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}
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// example of how to batch all text drawing in one drawcall
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// this should be called at the end of the frame
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/* void batch_text_draw(&zephr_context.texts) {
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* do something with zephr_context.texts
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}*/
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void zephr_swap_buffers() {
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glXSwapBuffers(display, window);
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}
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@@ -267,7 +337,7 @@ Size zephr_get_window_size() {
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return zephr_context.window_size;
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}
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Sizef calculate_text_size(const wide_str *text, int font_size) {
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Sizef calculate_text_size(const char *text, int font_size) {
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float scale = (float)font_size / FONT_PIXEL_SIZE;
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Sizef size = { .width = 0, .height = 0 };
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int w = 0;
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@@ -275,29 +345,27 @@ Sizef calculate_text_size(const wide_str *text, int font_size) {
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int max_bearing_h = 0;
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// NOTE: I don't like looping through the characters twice, but it's fine for now
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for (uint i = 0; (i < text[i]) != '\0'; i++) {
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Character ch = hmget(zephr_context.font.characters, (uint)text[i]);
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/* Character ch = characters[(uint)text[i]]; */
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for (int i = 0; text[i] != '\0'; i++) {
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Character ch = zephr_context.font.characters[(uint)text[i]];
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max_bearing_h = max(max_bearing_h, ch.bearing.height);
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}
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for (uint i = 0; (i < text[i]) != '\0'; i++) {
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Character ch = hmget(zephr_context.font.characters, (uint)text[i]);
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/* Character ch = characters[(uint)text[i]]; */
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for (int i = 0; text[i] != '\0'; i++) {
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Character ch = zephr_context.font.characters[(uint)text[i]];
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w += ch.advance / 64;
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// remove bearing of first character
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if (i == 0 && wide_str_len(text) > 1) {
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if (i == 0 && strlen(text) > 1) {
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w -= ch.bearing.width;
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}
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// remove the trailing width of the last character
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if (i == wide_str_len(text) - 1) {
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if (i == strlen(text) - 1) {
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w -= ((ch.advance / 64) - (ch.bearing.width + ch.size.width));
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}
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// if we only have one character in the text, then remove the bearing width
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if (wide_str_len(text) == 1) {
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if (strlen(text) == 1) {
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w -= (ch.bearing.width);
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}
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@@ -525,7 +593,7 @@ void draw_triangle(UIConstraints constraints, Color *color, Alignment align) {
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glBindVertexArray(0);
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}
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void draw_text(const wide_str* text, int font_size, UIConstraints constraints, Color *color, Alignment alignment) {
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void draw_text(const char* text, int font_size, UIConstraints constraints, Color *color, Alignment alignment) {
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use_shader(font_shader);
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if (color) {
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set_vec4f(font_shader, "textColor", color->r / 255.f, color->g / 255.f, color->b / 255.f, color->a / 255.f);
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@@ -556,52 +624,54 @@ void draw_text(const wide_str* text, int font_size, UIConstraints constraints, C
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set_mat4f(font_shader, "model", (float *)model.m);
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int max_bearing_h = 0;
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for (uint i = 0; (i < text[i]) != '\0'; i++) {
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Character ch = hmget(zephr_context.font.characters, text[i]);
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/* Character ch = characters[(int)text[i]]; */
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for (int i = 0; (i < text[i]) != '\0'; i++) {
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Character ch = zephr_context.font.characters[(int)text[i]];
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max_bearing_h = max(max_bearing_h, ch.bearing.height);
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}
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float first_char_bearing_w = hmget(zephr_context.font.characters, (int)text[0]).bearing.width;
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float first_char_bearing_w = zephr_context.font.characters[(int)text[0]].bearing.width;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, zephr_context.font.atlas_texture_id);
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glBindVertexArray(font_vao);
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InstanceData* instance_data = malloc(sizeof(InstanceData) * strlen(text));
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// we use the original text and character sizes in the loop and then we just
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// scale up or down the model matrix to get the desired font size.
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// this way everything works out fine and we get to transform the text using the
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// model matrix
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int c = 0;
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int x = 0;
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/* int line = 0; */
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while (text[c] != '\0') {
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Character ch = hmget(zephr_context.font.characters, text[c]);
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/* Character ch = characters[(int)text[c]]; */
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Character ch = zephr_context.font.characters[(int)text[c]];
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// subtract the bearing width of the first character to remove the extra space
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// at the start of the text and move every char to the left by that width
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float xpos = (x + (ch.bearing.width - first_char_bearing_w));
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float ypos = (text_size.height - ch.bearing.height - (text_size.height - max_bearing_h));
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float ypos = /*(line * text_size.height) + */(text_size.height - ch.bearing.height - (text_size.height - max_bearing_h));
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float vertices[6][4] = {
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{xpos, ypos + ch.size.height, ch.tex_coords[0].x, ch.tex_coords[0].y},
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{xpos, ypos, ch.tex_coords[3].x, ch.tex_coords[3].y},
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{xpos + ch.size.width, ypos, ch.tex_coords[2].x, ch.tex_coords[2].y},
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/* if (text[c] == '\n') { */
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/* line++; */
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/* x = 0; */
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/* c++; */
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/* continue; */
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/* } */
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{xpos, ypos + ch.size.height, ch.tex_coords[0].x, ch.tex_coords[0].y},
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{xpos + ch.size.width, ypos, ch.tex_coords[2].x, ch.tex_coords[2].y},
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{xpos + ch.size.width, ypos + ch.size.height, ch.tex_coords[1].x, ch.tex_coords[1].y},
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};
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glBindBuffer(GL_ARRAY_BUFFER, font_vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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instance_data[c].position = (Vec4f){xpos, ypos, ch.size.width, ch.size.height};
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instance_data[c].tex_coords_index = (int)text[c] - 32;
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x += (ch.advance >> 6);
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c++;
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}
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glBindBuffer(GL_ARRAY_BUFFER, font_instance_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(InstanceData) * strlen(text), instance_data, GL_DYNAMIC_DRAW);
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glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL, strlen(text));
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free(instance_data);
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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