Merge remote-tracking branch 'origin/TextRendering' into Networking
# Conflicts: # include/Engine/Rendering/RenderSystem.h # src/Engine/Rendering/RenderSystem.cpp
This commit is contained in:
@@ -8,6 +8,7 @@ find_package(assimp REQUIRED)
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find_package(ZLIB REQUIRED)
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find_package(PNG REQUIRED)
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find_package(Xerces REQUIRED)
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find_package(Freetype REQUIRED)
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# Because FindOpenAL is retarded
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set(CMAKE_INCLUDE_PATH ${CMAKE_INCLUDE_PATH} "${CMAKE_SOURCE_DIR}/deps/include/OpenAL")
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find_package(OpenAL REQUIRED)
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@@ -25,6 +26,7 @@ include_directories(
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${assimp_INCLUDE_DIRS}
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${PNG_INCLUDE_DIRS}
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${Xerces_INCLUDE_DIRS}
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${FREETYPE_INCLUDE_DIRS}
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${OPENAL_INCLUDE_DIR}
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${X11_INCLUDE_DIRS}
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)
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@@ -126,6 +128,7 @@ set(LIBRARIES
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${assimp_LIBRARIES}
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${PNG_LIBRARIES}
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${Xerces_LIBRARIES}
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${FREETYPE_LIBRARIES}
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${OPENAL_LIBRARY}
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${X11_LIBRARIES}
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)
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@@ -0,0 +1,108 @@
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#include "Rendering/Font.h"
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Font::Font(std::string path)
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{
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typedef boost::tokenizer<boost::char_separator<char>> tokenizer;
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boost::char_separator<char> sep(",");
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tokenizer tok(path, sep);
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tokenizer::iterator it = tok.begin();
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std::string filePath = "";
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if (it != tok.end()) {
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filePath = (*it).c_str();
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it++;
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if (it != tok.end()) {
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if((*it).c_str() == "") {
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throw std::runtime_error("");
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}
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try {
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FontSize = boost::lexical_cast<int>((*it).c_str());
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} catch (boost::bad_lexical_cast const&) {
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LOG_ERROR("input string did not have a valid font resolution");
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throw std::runtime_error("");
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}
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}
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} else {
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throw std::runtime_error("");;
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}
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FT_Library library;
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FT_Face face;
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if (FT_Init_FreeType(&library)) {
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LOG_ERROR("FreeType error: init failed");
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throw std::runtime_error("");;
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}
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if (FT_New_Face(library, filePath.c_str(), 0, &face)) {
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LOG_ERROR("FreeType error: loading font");
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throw std::runtime_error("");;
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}
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FT_Set_Char_Size(face, 0, FontSize*64, 300, 300); // temp
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FT_Set_Pixel_Sizes(face, 0, FontSize); //
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if (FT_Load_Char(face, 'X', FT_LOAD_RENDER)) {
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LOG_ERROR("FreeType error: loading char");
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throw std::runtime_error("");;
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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for (GLubyte c = 0; c < 128; c++) {
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//Load character glyph
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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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//Generate texture
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GLuint texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RED,
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face->glyph->bitmap.width,
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face->glyph->bitmap.rows,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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face->glyph->bitmap.buffer
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);
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// Set texture options
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Now store character for later use
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Character character = {
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texture,
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glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
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glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
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face->glyph->advance.x
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};
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m_Characters.insert(std::pair<GLchar, Character>(c, character));
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}
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FT_Done_Face(face);
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FT_Done_FreeType(library);
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GLERROR("Font Load");
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}
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Font::~Font()
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{
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for (auto c : m_Characters) {
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glDeleteTextures(1, &c.second.TextureID);
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}
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}
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@@ -46,10 +46,8 @@ void PickingPass::InitializeShaderPrograms()
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void PickingPass::Draw(RenderScene& scene)
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{
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PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
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//TODO: Render: Add code for more jobs than modeljobs.
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GLuint ShaderHandle = m_PickingProgram->GetHandle();
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m_PickingProgram->Bind();
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@@ -78,9 +76,9 @@ void PickingPass::Draw(RenderScene& scene)
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1]++;;
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m_ColorCounter[1]++;
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} else {
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m_ColorCounter[0]++;;
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m_ColorCounter[0]++;
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}
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}
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@@ -8,6 +8,7 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
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GLERROR("---3");
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Enable(GL_DEPTH_TEST);
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Enable(GL_CULL_FACE);
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Disable(GL_BLEND);
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glm::vec4 clearColor = glm::vec4(0.f);
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//ClearColor(clearColor);
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@@ -110,6 +110,42 @@ void RenderSystem::fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>&
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}
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}
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void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
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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& textComponent : *texts) {
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bool visible = textComponent["Visible"];
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if (!visible) {
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continue;
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}
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std::string resource = textComponent["Resource"];
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if (resource.empty()) {
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continue;
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}
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Font* font;
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try {
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font = ResourceManager::Load<Font>(resource);
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} catch (const std::exception&) {
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try {
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font = ResourceManager::Load<Font>("Fonts/DroidSans.ttf,16");
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} catch (const std::exception&) {
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continue;
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}
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(textComponent.EntityID, world);
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std::shared_ptr<TextJob> modelJob = std::shared_ptr<TextJob>(new TextJob(modelMatrix, font, textComponent));
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jobs.push_back(modelJob);
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}
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}
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bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
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{
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return false;
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@@ -133,6 +169,7 @@ void RenderSystem::Update(double dt)
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fillModels(scene.ForwardJobs);
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fillPointLights(scene.PointLightJobs, m_World);
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fillDirectionalLights(scene.DirectionalLightJobs, m_World);
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fillText(scene.TextJobs, world);
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m_RenderFrame->Add(scene);
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}
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@@ -9,6 +9,9 @@ void Renderer::Initialize()
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glfwSwapInterval(m_VSYNC);
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InitializeShaders();
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InitializeTextures();
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m_TextRenderer = new TextRenderer();
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m_TextRenderer->Initialize();
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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@@ -77,6 +80,7 @@ void Renderer::Update(double dt)
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{
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m_EventBroker->Process<Renderer>();
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InputUpdate(dt);
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m_TextRenderer->Update();
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m_ImGuiRenderPass->Update(dt);
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}
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@@ -97,7 +101,11 @@ void Renderer::Draw(RenderFrame& frame)
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//m_DrawScenePass->Draw(rq);
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GLERROR("Renderer::Draw m_DrawScenePass->Draw");
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m_TextRenderer->Draw(*scene);
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}
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m_ImGuiRenderPass->Draw();
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glfwSwapBuffers(m_Window);
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@@ -0,0 +1,110 @@
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#include "Rendering/TextRenderer.h"
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TextRenderer::TextRenderer()
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{
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}
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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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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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m_TextProgram = ResourceManager::Load<ShaderProgram>("#TextProgram");
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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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m_TextProgram->Link();
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}
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void TextRenderer::Update()
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{
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}
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void TextRenderer::Draw(RenderScene& scene)
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{
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for (auto &job : scene.TextJobs) {
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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, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix());
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}
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}
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}
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void TextRenderer::renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix)
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{
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GLfloat penX = 0;
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GLfloat penY = 0;
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float scale = 1.0/font->FontSize;
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GLfloat stringWidth = 0.f;
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for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
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Font::Character ch = font->m_Characters[*c];
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stringWidth += (ch.Advance >> 6) * scale;
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}
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if(alignment == TextJob::AlignmentEnum::Center) {
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penX = -stringWidth/2.f;
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} else if (alignment == TextJob::AlignmentEnum::Right) {
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penX = -stringWidth;
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} else {
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penX = 0;
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}
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glEnable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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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(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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for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
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Font::Character ch = font->m_Characters[*c];
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GLfloat xpos = penX + ch.Bearing.x * scale;
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GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale;
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GLfloat w = ch.Size.x * scale;
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GLfloat h = ch.Size.y * scale;
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GLfloat vertices[6][4] = {
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{ xpos, ypos + h, 0.0, 0.0 },
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{ xpos, ypos, 0.0, 1.0 },
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{ xpos + w, ypos, 1.0, 1.0 },
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{ xpos, ypos + h, 0.0, 0.0 },
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{ xpos + w, ypos, 1.0, 1.0 },
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{ xpos + w, ypos + h, 1.0, 0.0 }
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};
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glBindTexture(GL_TEXTURE_2D, ch.TextureID);
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glBindBuffer(GL_ARRAY_BUFFER, 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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penX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64)
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}
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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GLERROR("Text rendering Error");
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}
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