Text renderer up and working, needs more work to be compatible with the ResourceManager and the Entity Component system

This commit is contained in:
viktorljung
2015-12-11 16:12:29 +01:00
parent 8f007f6daf
commit a8a38716bd
8 changed files with 239 additions and 2 deletions
+1 -1
Submodule assets updated: 1434cdcb21...fa95bf4383
+3
View File
@@ -14,6 +14,8 @@
#include "../Core/EventBroker.h"
#include "EPicking.h"
#include "TextRenderer.h"
class Renderer : public IRenderer
{
public:
@@ -28,6 +30,7 @@ public:
private:
//----------------------Variables----------------------//
EventBroker* m_EventBroker;
TextRenderer* m_TextRenderer;
Texture* m_ErrorTexture;
Texture* m_WhiteTexture;
+5
View File
@@ -1,4 +1,7 @@
#ifndef ShaderProgram_h__
#define ShaderProgram_h__
#include "../Common.h"
#include "../OpenGL.h"
#include <fstream>
@@ -79,3 +82,5 @@ private:
GLuint m_ShaderProgramHandle;
std::vector<std::shared_ptr<Shader>> m_Shaders;
};
#endif
+28
View File
@@ -4,12 +4,40 @@
#include <ft2build.h>
#include FT_FREETYPE_H
#include "OpenGL.h"
#include "GLM.h"
#include "ShaderProgram.h"
class TextRenderer
{
public:
TextRenderer();
void Initialize();
void Update();
void Draw(glm::mat4 projection, glm::mat4 view);
private:
struct Character {
GLuint TextureID; // ID handle of the glyph texture
glm::ivec2 Size; // Size of glyph
glm::ivec2 Bearing; // Offset from baseline to left/top of glyph
GLuint Advance; // Offset to advance to next glyph
};
std::map<GLchar, Character> Characters;
GLuint VAO, VBO;
void RenderText(std::string text, GLfloat x, GLfloat y, GLfloat scale, glm::vec3 color, glm::mat4 projection, glm::mat4 view);
ShaderProgram m_TextProgram;
std::string text = "";
int counter = 0;
};
+12
View File
@@ -0,0 +1,12 @@
#version 430
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec3 textColor;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
color = vec4(textColor, 1.0) * sampled;
}
+13
View File
@@ -0,0 +1,13 @@
#version 430
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
void main()
{
gl_Position = P * V * M * vec4(vertex.xy, 0.0, 1.0);
TexCoords = vertex.zw;
}
+6 -1
View File
@@ -15,6 +15,9 @@ void Renderer::Initialize()
InitializeTextures();
InitializeFrameBuffers();
m_TextRenderer = new TextRenderer();
m_TextRenderer->Initialize();
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
@@ -142,6 +145,7 @@ void Renderer::Update(double dt)
{
m_EventBroker->Process<Renderer>();
InputUpdate(dt);
m_TextRenderer->Update();
}
@@ -149,9 +153,10 @@ void Renderer::Draw(RenderQueueCollection& rq)
{
//TODO: Renderer: Kanske borde vara längst upp i update.
PickingPass(rq);
DrawScreenQuad(m_PickingTexture);
// DrawScreenQuad(m_PickingTexture);
DrawScene(rq);
m_TextRenderer->Draw(m_Camera->ProjectionMatrix(), m_Camera->ViewMatrix());
glfwSwapBuffers(m_Window);
}
+171
View File
@@ -0,0 +1,171 @@
#include "Rendering/TextRenderer.h"
TextRenderer::TextRenderer()
{
}
void TextRenderer::Initialize()
{
FT_Library library;
FT_Face face;
if (FT_Init_FreeType(&library)) {
LOG_ERROR("FreeType error: init failed");
}
if (FT_New_Face(library, "fonts/arial.ttf", 0, &face)) {
LOG_ERROR("FreeType error: loading font");
}
FT_Set_Pixel_Sizes(face, 0, 48);
if (FT_Load_Char(face, 'X', FT_LOAD_RENDER)) {
LOG_ERROR("FreeType error: loading char");
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (GLubyte c = 0; c < 128; c++) {
//Load character glyph
if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
continue;
}
printf("Char: %c\n", c);
//Generate texture
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer
);
// Set texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Now store character for later use
Character character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
face->glyph->advance.x
};
Characters.insert(std::pair<GLchar, Character>(c, character));
}
FT_Done_Face(face);
FT_Done_FreeType(library);
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.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Text.vert.glsl")));
m_TextProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Text.frag.glsl")));
m_TextProgram.Compile();
m_TextProgram.Link();
}
void TextRenderer::Update()
{
}
void TextRenderer::Draw(glm::mat4 projection, glm::mat4 view)
{
if(counter > 2) {
if (text == "") {
text = text + "~wub ";
} else if (text == "~wub ") {
text = text + "wub ";
} else if (text == "~wub wub ") {
text = "";
}
counter = 0;
} else {
counter++;
}
RenderText(text, 0.f, 0.f, 1.0f, glm::vec3(1.f, 1.f, 1.f), projection, view);
}
void TextRenderer::RenderText(std::string text, GLfloat x, GLfloat y, GLfloat scale, glm::vec3 color, glm::mat4 projection, glm::mat4 view)
{
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));
// Activate corresponding render state
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_TextProgram.Bind();
glUniform3f(glGetUniformLocation(m_TextProgram.GetHandle(), "textColor"), color.x, color.y, color.z);
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(view));
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projection));
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
// Iterate through all characters
std::string::const_iterator c;
for (c = text.begin(); c != text.end(); c++) {
Character ch = Characters[*c];
GLfloat xpos = x + ch.Bearing.x * scale;
GLfloat ypos = y - (ch.Size.y - ch.Bearing.y) * scale;
GLfloat w = ch.Size.x * scale;
GLfloat h = ch.Size.y * scale;
// Update VBO for each character
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 }
};
// Render glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
// Update content of VBO memory
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Render quad
glDrawArrays(GL_TRIANGLES, 0, 6);
// Now advance cursors for next glyph (note that advance is number of 1/64 pixels)
x += (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");
}