Text renderer up and working, needs more work to be compatible with the ResourceManager and the Entity Component system
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@@ -15,6 +15,9 @@ void Renderer::Initialize()
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InitializeTextures();
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InitializeFrameBuffers();
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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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@@ -142,6 +145,7 @@ 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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}
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@@ -149,9 +153,10 @@ void Renderer::Draw(RenderQueueCollection& rq)
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{
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//TODO: Renderer: Kanske borde vara längst upp i update.
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PickingPass(rq);
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DrawScreenQuad(m_PickingTexture);
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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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glfwSwapBuffers(m_Window);
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}
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@@ -0,0 +1,171 @@
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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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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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}
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if (FT_New_Face(library, "fonts/arial.ttf", 0, &face)) {
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LOG_ERROR("FreeType error: loading font");
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}
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FT_Set_Pixel_Sizes(face, 0, 48);
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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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}
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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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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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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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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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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.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(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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}
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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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{
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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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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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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(VAO);
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// Iterate through all characters
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std::string::const_iterator c;
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for (c = text.begin(); c != text.end(); c++) {
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Character ch = Characters[*c];
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GLfloat xpos = x + ch.Bearing.x * scale;
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GLfloat ypos = y - (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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// Update VBO for each character
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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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// Render glyph texture over quad
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glBindTexture(GL_TEXTURE_2D, ch.TextureID);
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// Update content of VBO memory
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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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// Render quad
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glDrawArrays(GL_TRIANGLES, 0, 6);
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// Now advance cursors for next glyph (note that advance is number of 1/64 pixels)
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x += (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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