master
Alessandro Mauri 2 years ago
parent e80d426872
commit 4939fd7068
Signed by: alema
GPG Key ID: 2B7BF9531FF03BE8
  1. BIN
      text_rendering/atlas.png
  2. 15
      text_rendering/font_fragshader.glsl
  3. 17
      text_rendering/font_vertshader.glsl
  4. 2
      text_rendering/main.c
  5. 96
      text_rendering/ren.c
  6. BIN
      text_rendering/test

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@ -1,14 +1,15 @@
#version 330
#version 330 core
// viewsize.x = viewport width in pixels; viewsize.y = viewport height in pixels
uniform vec2 viewsize;
// texture uv coordinate in texture space
in vec2 texture_coord;
uniform sampler2D texture_sampler;
uniform ivec2 viewsize;
uniform ivec2 texturesize;
out vec4 color;
// texture uv coordinate in texture space
in vec2 uv;
uniform sampler2D ts;
void main()
{
color = mix(vec4(0.0f,0.0f,0.0f,1.0f), vec4(1.0f,1.0f,1.0f,1.0f), texture(texture_sampler, texture_coord)) + vec4(1.0f,0.0f,0.0f,1.0f);
//gl_FragColor = vec4(1.0f,0.0f,0.0f,1.0f);
gl_FragColor = texture(ts, uv);
}

@ -1,20 +1,23 @@
#version 330 core
// viewsize.x = viewport width in pixels; viewsize.y = viewport height in pixels
uniform vec2 viewsize;
uniform ivec2 viewsize;
uniform ivec2 texturesize;
// both position and and uv are in pixels
// both position and and uv are in pixels, they where converted to floats when
// passed to the shader
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 uv;
layout(location = 1) in vec2 txcoord;
out vec2 texture_coord;
out vec2 uv;
void main()
{
vec4 pos = vec4(position.x, position.y, 0.0f, 1.0f);
vec2 v = viewsize / 2;
pos.xy = (pos.xy - v) / v;
vec2 hsize = vec2(float(viewsize.x)/2.0f, float(viewsize.y)/2.0f);
pos.xy = (pos.xy - hsize) / hsize;
gl_Position = pos;
texture_coord = uv / viewsize;
uv = txcoord / float(texturesize);
}

@ -21,7 +21,7 @@ int main(void)
return 1;
}
ren_render_text("ciao mamma", 100, 100, 100, 100, 12);
ren_render_text("ciao mamma", 0, 0, 100, 100, 12);
SDL_GL_SwapWindow(win);
SDL_Event e;

@ -46,6 +46,16 @@ const char * ren_err_msg[] = {
[REN_UNIFORM] = "Failed to get uniform location",
};
#define ELEM(x) [x] = #x,
const char *glerr[] = {
ELEM(GL_INVALID_ENUM)
ELEM(GL_INVALID_VALUE)
ELEM(GL_INVALID_OPERATION)
};
#undef ELEM
// different stacks
#include "stack.h"
STACK_DECL(vtstack, struct v_text)
@ -60,8 +70,11 @@ struct {
GLuint box_prog;
GLuint font_buffer;
GLint viewsize_loc;
GLint texturesize_loc;
struct vtstack font_stack;
struct vcstack box_stack;
int width, height;
int s_x, s_y, s_w, s_h;
} ren = {0};
@ -292,7 +305,7 @@ int ren_init(SDL_Window *w)
ren.font = font_init();
if (!ren.font) REN_RET(-1, REN_FONT)
if (font_load(ren.font, FONT_PATH, 12)) REN_RET(-1, REN_FONT)
if (font_load(ren.font, FONT_PATH, 20)) REN_RET(-1, REN_FONT)
font_dump(ren.font, "./atlas.png");
ren.font_texture = ren_texturer_2d(
@ -311,29 +324,12 @@ int ren_init(SDL_Window *w)
// generate the font buffer object
glGenBuffers(1, &ren.font_buffer);
if (!ren.font_buffer) REN_RET(-1, REN_BUFFER)
glBindBuffer(GL_ARRAY_BUFFER, ren.font_buffer);
glEnableVertexAttribArray(REN_VERTEX_IDX);
glVertexAttribPointer(
REN_VERTEX_IDX,
2,
GL_INT,
GL_FALSE,
sizeof(struct v_text),
0);
glEnableVertexAttribArray(REN_UV_IDX);
glVertexAttribPointer(
REN_UV_IDX,
2,
GL_INT,
GL_FALSE,
sizeof(struct v_text),
(void*)sizeof(vec2_i));
glBindBuffer(GL_ARRAY_BUFFER, 0);
// create the uniforms
ren.viewsize_loc = glGetUniformLocation(ren.font_prog, "viewsize");
if (ren.viewsize_loc == -1) REN_RET(-1, REN_UNIFORM)
ren.texturesize_loc = glGetUniformLocation(ren.font_prog, "texturesize");
if (ren.texturesize_loc == -1) REN_RET(-1, REN_UNIFORM)
int width, height;
SDL_GetWindowSize(w, &width, &height);
@ -344,12 +340,38 @@ int ren_init(SDL_Window *w)
return 0;
}
#define GLERR() {int a = glGetError(); if (a != GL_NO_ERROR) printf("glError: %d %s\n", a, glerr[a]);}
static int ren_draw_font_stack(void)
{
glUseProgram(ren.font_prog);
glBindBuffer(GL_ARRAY_BUFFER, ren.font_buffer);
glViewport(0, 0, ren.width, ren.height);
glScissor(ren.s_x, ren.s_y, ren.s_w, ren.s_h);
glUniform2i(ren.viewsize_loc, ren.width, ren.height);
glUniform2i(ren.texturesize_loc, ren.font->width, ren.font->height);
GLERR();
glEnableVertexAttribArray(REN_VERTEX_IDX);
glEnableVertexAttribArray(REN_UV_IDX);
// when passing ints to glVertexAttribPointer they are automatically
// converted to floats
glVertexAttribPointer(
REN_VERTEX_IDX,
2,
GL_INT,
GL_FALSE,
sizeof(struct v_text),
0);
GLERR();
glVertexAttribPointer(
REN_UV_IDX,
2,
GL_INT,
GL_FALSE,
sizeof(struct v_text),
(void*)sizeof(vec2_i));
GLERR();
// TODO: implement size and damage tracking on stacks
glBufferData(
GL_ARRAY_BUFFER,
@ -357,7 +379,10 @@ static int ren_draw_font_stack(void)
ren.font_stack.items,
GL_DYNAMIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, ren.font_stack.idx);
GLERR();
glDisableVertexAttribArray(REN_VERTEX_IDX);
glDisableVertexAttribArray(REN_UV_IDX);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
return 0;
@ -366,12 +391,24 @@ static int ren_draw_font_stack(void)
int ren_update_viewport(int w, int h)
{
glViewport(0, 0, w, h);
glUniform2i(ren.viewsize_loc, w, h);
ren.width = w;
ren.height = h;
return 0;
}
// TODO: add a scissor array in order to do less render calls
int ren_set_scissor(int x, int y, int w, int h)
{
ren.s_x = x;
ren.s_y = y;
ren.s_w = w;
ren.s_h = h;
return 0;
}
// TODO: implement font size
int ren_render_text(const char *str, int x, int y, int w, int h, int size)
{
@ -420,15 +457,24 @@ int ren_render_text(const char *str, int x, int y, int w, int h, int size)
.uv = { .u = g->u+g->w, .v = g->v },
};
vtstack_push(&ren.font_stack, &v);
vtstack_push(&ren.font_stack, &v);
// x4,y4
v = (struct v_text){
.pos = { .x = gx+g->x, .y = gy+g->y },
.uv = { .u = g->u, .v = g->v },
};
vtstack_push(&ren.font_stack, &v);
// x1,y1
v = (struct v_text){
.pos = { .x = gx+g->x, .y = gy+g->y+g->h },
.uv = { .u = g->u, .v = g->v+g->h },
};
vtstack_push(&ren.font_stack, &v);
// TODO: possible kerning needs to be applied here
gx += g->w + g->a;
// FIXME: advance is too large
//gx += g->w + g->a;
gx += g->w + g->x + 1;
if (cp == '\n')
gy += ren.font->glyph_max_h;
// TODO: encode and/or store line height
@ -436,7 +482,7 @@ int ren_render_text(const char *str, int x, int y, int w, int h, int size)
// FIXME: here we are doing one draw call for string of text which is
// inefficient but is simpler and allows for individual scissors
glScissor(x, y, w, h);
ren_set_scissor(x, y, w, h);
ren_draw_font_stack();
vtstack_clear(&ren.font_stack);

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