#include "Rendering/TextPass.h" 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); 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() { } 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) { renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix()); } } GLERROR("Derp2"); delete state; } 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 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; } if(alignment == TextJob::AlignmentEnum::Center) { penX = -stringWidth/2.f; } else if (alignment == TextJob::AlignmentEnum::Right) { penX = -stringWidth; } else { penX = 0; } 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); 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; 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"); }