Text component added and Text render queue
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@@ -27,7 +27,7 @@ Font::Font(std::string path)
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if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
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continue;
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}
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printf("Char: %c\n", c);
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//Generate texture
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GLuint texture;
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glGenTextures(1, &texture);
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@@ -11,6 +11,7 @@ void RenderQueueFactory::Update(World* world)
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m_RenderQueues.Clear();
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FillModels(world, &m_RenderQueues.Forward);
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FillLights(world, &m_RenderQueues.Lights);
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FillText(world, &m_RenderQueues.Text);
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}
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glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
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@@ -71,6 +72,9 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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}
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for (auto& modelC : *models) {
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std::string resource = modelC["Resource"];
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if (resource.empty()) {
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continue;
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@@ -103,3 +107,32 @@ void RenderQueueFactory::FillLights(World* world, RenderQueue* renderQueue)
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}
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void RenderQueueFactory::FillText(World* world, RenderQueue* renderQueue)
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{
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auto texts = world->GetComponents("Text");
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if (texts == nullptr) {
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return;
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}
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for (auto& textC : *texts) {
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std::string resource = textC["Resource"];
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if (resource.empty()) {
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continue;
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}
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Font* font = ResourceManager::Load<Font>(resource);
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glm::vec4 color = textC["Color"];
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std::string content = textC["Content"];
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TextJob job;
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job.Color = color;
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job.Content = content;
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job.Resource = font;
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job.ModelMatrix = ModelMatrix(world, textC.EntityID);
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renderQueue->Add(job);
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}
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}
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@@ -156,7 +156,7 @@ void Renderer::Draw(RenderQueueCollection& rq)
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// DrawScreenQuad(m_PickingTexture);
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DrawScene(rq);
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m_TextRenderer->Draw(m_Camera->ProjectionMatrix(), m_Camera->ViewMatrix());
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m_TextRenderer->Draw(rq.Text,m_Camera->ProjectionMatrix(), m_Camera->ViewMatrix());
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glfwSwapBuffers(m_Window);
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}
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@@ -272,6 +272,7 @@ void Renderer::PickingPass(RenderQueueCollection& rq)
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m_EventBroker->Publish(pickEvent);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@@ -7,11 +7,6 @@ TextRenderer::TextRenderer()
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void TextRenderer::Initialize()
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{
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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@@ -22,8 +17,6 @@ void TextRenderer::Initialize()
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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m_TextProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Text.vert.glsl")));
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m_TextProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Text.frag.glsl")));
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m_TextProgram.Compile();
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@@ -35,40 +28,33 @@ void TextRenderer::Update()
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}
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void TextRenderer::Draw(glm::mat4 projection, glm::mat4 view)
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void TextRenderer::Draw(RenderQueue &rq, glm::mat4 projection, glm::mat4 view)
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{
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if(counter > 2) {
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if (text == "") {
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text = text + "~wub ";
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} else if (text == "~wub ") {
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text = text + "wub ";
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} else if (text == "~wub wub ") {
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text = "";
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for (auto &job : rq) {
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auto textJob = std::dynamic_pointer_cast<TextJob>(job);
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if (textJob) {
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RenderText(textJob->Content, textJob->Resource, 0.01f, textJob->Color, textJob->ModelMatrix, projection, view);
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}
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counter = 0;
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} else {
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counter++;
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}
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RenderText(text, 0.f, 0.f, 1.0f, glm::vec3(1.f, 1.f, 1.f), projection, view);
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}
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void TextRenderer::RenderText(std::string text, GLfloat x, GLfloat y, GLfloat scale, glm::vec3 color, glm::mat4 projection, glm::mat4 view)
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void TextRenderer::RenderText(std::string text, Font* font, GLfloat scale, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix)
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{
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font = ResourceManager::Load<Font>("fonts/arial.ttf");
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GLfloat x = 0;
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GLfloat y = 0;
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), glm::vec3(0.5f, 0.3f, 0.f)) * glm::toMat4(glm::quat()) * glm::scale(glm::vec3(0.01f));
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// Activate corresponding render state
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glEnable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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m_TextProgram.Bind();
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glUniform3f(glGetUniformLocation(m_TextProgram.GetHandle(), "textColor"), color.x, color.y, color.z);
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glUniformMatrix4fv(glGetUniformLocation(m_TextProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_TextProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(glGetUniformLocation(m_TextProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projection));
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glUniformMatrix4fv(glGetUniformLocation(m_TextProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_TextProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(VAO);
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