diff --git a/include/Engine/Rendering/TextPass.h b/include/Engine/Rendering/TextPass.h index 8fbb3df0..bb11e5b7 100644 --- a/include/Engine/Rendering/TextPass.h +++ b/include/Engine/Rendering/TextPass.h @@ -23,6 +23,7 @@ public: private: void renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix); + std::string parseColors(std::string text, std::map& colorChanges, glm::vec4 originalColor); Font* font; GLuint VAO, VBO; diff --git a/src/Engine/Rendering/TextPass.cpp b/src/Engine/Rendering/TextPass.cpp index 9583fcfd..cb21e01d 100644 --- a/src/Engine/Rendering/TextPass.cpp +++ b/src/Engine/Rendering/TextPass.cpp @@ -7,23 +7,23 @@ TextPass::TextPass() void TextPass::Initialize() { - glGenVertexArrays(1, &VAO); - glGenBuffers(1, &VBO); - glBindVertexArray(VAO); - glBindBuffer(GL_ARRAY_BUFFER, VBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindVertexArray(0); + glGenVertexArrays(1, &VAO); + glGenBuffers(1, &VBO); + glBindVertexArray(VAO); + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); - m_TextProgram = ResourceManager::Load("#TextProgram"); - m_TextProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/Text.vert.glsl"))); - m_TextProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/Text.frag.glsl"))); - m_TextProgram->Compile(); - m_TextProgram->BindFragDataLocation(0, "sceneColor"); - m_TextProgram->BindFragDataLocation(1, "bloomColor"); - m_TextProgram->Link(); + m_TextProgram = ResourceManager::Load("#TextProgram"); + m_TextProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/Text.vert.glsl"))); + m_TextProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/Text.frag.glsl"))); + m_TextProgram->Compile(); + m_TextProgram->BindFragDataLocation(0, "sceneColor"); + m_TextProgram->BindFragDataLocation(1, "bloomColor"); + m_TextProgram->Link(); } void TextPass::Update() @@ -33,81 +33,180 @@ void TextPass::Update() void TextPass::Draw(RenderScene& scene, FrameBuffer& frameBuffer) { - GLERROR("Derp1"); - TextPassState* state = new TextPassState(frameBuffer.GetHandle()); - for (auto &job : scene.Jobs.Text) { - auto textJob = std::dynamic_pointer_cast(job); - if (textJob) { + GLERROR("Derp1"); + TextPassState* state = new TextPassState(frameBuffer.GetHandle()); + for (auto &job : scene.Jobs.Text) { + auto textJob = std::dynamic_pointer_cast(job); + if (textJob) { - renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix()); - } - } - GLERROR("Derp2"); - delete state; + renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix()); + } + } + GLERROR("Derp2"); + delete state; +} + +std::string TextPass::parseColors(std::string text, std::map& colorChanges, glm::vec4 originalColor) +{ + std::string parsedString = text; + glm::vec4 newColor = originalColor; + bool colorChange = false; + + for (std::string::const_iterator c = parsedString.begin(); c != parsedString.end(); c++) { + if (*c == char(92)) { // Backlash + if ((c + 1) != parsedString.end()) { + if (*(c + 1) == char('C')) { // C for Color + if ((c + 7) != parsedString.end()) { + bool hasCorrectFormat = true; + + for (std::string::const_iterator colorC = c + 2; colorC != c + 8; colorC++) { + if (*colorC < '0' || *colorC > 'F') { + hasCorrectFormat = false; + break; + } + } + + if (hasCorrectFormat == true) { + colorChange = true; + + std::array hexToInt = { + std::stoi(std::string(c + 2, c + 4), 0, 16), + std::stoi(std::string(c + 4, c + 6), 0, 16), + std::stoi(std::string(c + 6, c + 8), 0, 16) + }; + + newColor = glm::vec4( + float(hexToInt[0]) / 255.f, + float(hexToInt[1]) / 255.f, + float(hexToInt[2]) / 255.f, + newColor.a); + + parsedString.erase(c, (c + 8)); + } + } + } + + if (*(c + 1) == char('A')) { // A for Alpha + if ((c + 3) != parsedString.end()) { + bool hasCorrectFormat = true; + + for (std::string::const_iterator colorC = c + 2; colorC != c + 4; colorC++) { + if (*colorC < '0' || *colorC > 'F') { + hasCorrectFormat = false; + break; + } + } + + if (hasCorrectFormat == true) { + colorChange = true; + + int hexToInt = std::stoi(std::string(c + 2, c + 4), 0, 16); + + newColor = glm::vec4( + newColor.r, + newColor.g, + newColor.b, + float(hexToInt) / 255.f); + + parsedString.erase(c, (c + 4)); + } + } + } + + if ((*(c + 1) >= '1' && *(c + 1) <= '9') || *(c + 1) == 'B' || *(c + 1) == 'E' || *(c + 1) == 'F') { // Icons + if (*(c + 1) >= '1' && *(c + 1) <= '9') { + parsedString.replace(c, (c + 2), 1, (*(c + 1) - 48)); + } + else { + parsedString.replace(c, (c + 2), 1, (*(c + 1) - 55)); + } + } + + if (colorChange) { + colorChanges[c - parsedString.begin()] = newColor; + } + } + } + } + + + + return parsedString; } void TextPass::renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix) { - GLfloat penX = 0; - GLfloat penY = 0; - GLfloat scale = 1.0/font->FontSize; + GLfloat penX = 0; + GLfloat penY = 0; + GLfloat scale = 1.0 / font->FontSize; - GLfloat stringWidth = 0.f; + GLfloat stringWidth = 0.f; - for (std::string::const_iterator c = text.begin(); c != text.end(); c++) { - Font::Character ch = font->m_Characters[*c]; - stringWidth += (ch.Advance >> 6) * scale; - } + std::map colorChanges; + std::string parsedText = parseColors(text, colorChanges, color); - if(alignment == TextJob::AlignmentEnum::Center) { - penX = -stringWidth/2.f; - } else if (alignment == TextJob::AlignmentEnum::Right) { - penX = -stringWidth; - } else { - penX = 0; - } - - + for (std::string::const_iterator c = parsedText.begin(); c != parsedText.end(); c++) { + Font::Character ch = font->m_Characters[*c]; + stringWidth += (ch.Advance >> 6) * scale; + } - m_TextProgram->Bind(); - glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(color)); - glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); - glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); - glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix)); - glActiveTexture(GL_TEXTURE0); - glBindVertexArray(VAO); + if (alignment == TextJob::AlignmentEnum::Center) { + penX = -stringWidth / 2.f; + } + else if (alignment == TextJob::AlignmentEnum::Right) { + penX = -stringWidth; + } + else { + penX = 0; + } - for (std::string::const_iterator c = text.begin(); c != text.end(); c++) { - Font::Character ch = font->m_Characters[*c]; - GLfloat xpos = penX + ch.Bearing.x * scale; - GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale; + m_TextProgram->Bind(); + glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(color)); + glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); + glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); + glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix)); + glActiveTexture(GL_TEXTURE0); + glBindVertexArray(VAO); - GLfloat w = ch.Size.x * scale; - GLfloat h = ch.Size.y * scale; - GLfloat vertices[6][4] = { - { xpos, ypos + h, 0.0, 0.0 }, - { xpos, ypos, 0.0, 1.0 }, - { xpos + w, ypos, 1.0, 1.0 }, + for (std::string::const_iterator c = parsedText.begin(); c != parsedText.end(); c++) { - { xpos, ypos + h, 0.0, 0.0 }, - { xpos + w, ypos, 1.0, 1.0 }, - { xpos + w, ypos + h, 1.0, 0.0 } - }; + auto it = colorChanges.find(c - parsedText.begin()); + if (it != colorChanges.end()) { + glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(it->second)); + } - glBindTexture(GL_TEXTURE_2D, ch.TextureID); + Font::Character ch = font->m_Characters[*c]; - glBindBuffer(GL_ARRAY_BUFFER, VBO); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glDrawArrays(GL_TRIANGLES, 0, 6); - penX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64) - } - glBindVertexArray(0); - glBindTexture(GL_TEXTURE_2D, 0); + GLfloat xpos = penX + ch.Bearing.x * scale; + GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale; - GLERROR("Text rendering Error"); + GLfloat w = ch.Size.x * scale; + GLfloat h = ch.Size.y * scale; + + GLfloat vertices[6][4] = { + { xpos, ypos + h, 0.0, 0.0 }, + { xpos, ypos, 0.0, 1.0 }, + { xpos + w, ypos, 1.0, 1.0 }, + + { xpos, ypos + h, 0.0, 0.0 }, + { xpos + w, ypos, 1.0, 1.0 }, + { xpos + w, ypos + h, 1.0, 0.0 } + }; + + glBindTexture(GL_TEXTURE_2D, ch.TextureID); + + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glDrawArrays(GL_TRIANGLES, 0, 6); + penX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64) + } + glBindVertexArray(0); + glBindTexture(GL_TEXTURE_2D, 0); + + GLERROR("Text rendering Error"); }