Text Rendering WIP

This commit is contained in:
Brandon Mak 2022-11-10 00:19:38 +08:00
parent 572700fbb3
commit 67f7d0ea2e
7 changed files with 257 additions and 26 deletions

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@ -11,9 +11,13 @@ namespace SHADE
{
struct SH_API SHFontAsset : SHAssetData
{
using GlyphData = std::tuple<msdfgen::unicode_t, SHMatrix>;
using GlyphData = SHMatrix;
static constexpr uint32_t NUM_CHANNELS = 3;
static constexpr uint32_t BYTES_PER_CHANNEL = 3;
static constexpr uint8_t BASELINE_LEFT_MATRIX_INDEX_ROW = 3;
static constexpr uint8_t BASELINE_LEFT_MATRIX_INDEX_COL = 2;
static constexpr uint8_t BASELINE_BOTTOM_MATRIX_INDEX_ROW = 3;
static constexpr uint8_t BASELINE_BOTTOM_MATRIX_INDEX_COL = 3;
/*-----------------------------------------------------------------------*/
/* MEMBER VARIABLES */
@ -21,6 +25,9 @@ namespace SHADE
//! Name of the shader file (without parent path)
std::string fontName;
//! Glyphs. Corresponds to the transformation container below.
std::vector<msdf_atlas::unicode_t> glyphs;
//! Data containing character and uv transformation data and other misc data
std::vector<GlyphData> glyphTransformations;

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@ -27,14 +27,19 @@ namespace SHADE
// read how many glyphs we have
file.read (reinterpret_cast<char*>(&numGlyphs), sizeof (uint32_t));
newFontAsset->glyphs.resize(numGlyphs);
newFontAsset->glyphTransformations.resize(numGlyphs);
for (uint32_t i = 0; i < numGlyphs; ++i)
{
// read the glyph
file.read(reinterpret_cast<char*>(&std::get<0>(newFontAsset->glyphTransformations[i])), sizeof(msdfgen::unicode_t));
// Read the data for the glyph
file.read(reinterpret_cast<char*>(&newFontAsset->glyphs[i]), sizeof(msdf_atlas::unicode_t));
}
// Read the data for the glyph
file.read(reinterpret_cast<char*>(&std::get<1>(newFontAsset->glyphTransformations[i])), sizeof(SHMatrix));
for (uint32_t i = 0; i < numGlyphs; ++i)
{
// Read the data for the glyph transformations
file.read(reinterpret_cast<char*>(&newFontAsset->glyphTransformations[i]), sizeof(SHMatrix));
}
// read the width

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@ -3,11 +3,16 @@
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsGlobalData.h"
#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
#include "Graphics/Buffers/SHVkBuffer.h"
namespace SHADE
{
SHFont::SHFont(Handle<SHVkLogicalDevice> const& inLogicalDeviceHdl, Handle<SHVkCommandPool> commandPool, Handle<SHVkDescriptorPool> descPool, SHFontAsset const& asset) noexcept
SHFont::SHFont(Handle<SHVkLogicalDevice> inLogicalDeviceHdl, Handle<SHVkQueue> queue, Handle<SHVkCommandPool> commandPool, Handle<SHVkDescriptorPool> descPool, SHFontAsset& asset) noexcept
{
/*-----------------------------------------------------------------------*/
/* PREPARE GPU DATA */
/*-----------------------------------------------------------------------*/
// assign device for convenient usage
logicalDevice = inLogicalDeviceHdl;
@ -30,31 +35,95 @@ namespace SHADE
// Create the image
bitmapDataImage = logicalDevice->CreateImage(imageParams, asset.bitmapData.get(), bytesRequired, { &mipOffset, 1 }, VmaMemoryUsage::VMA_MEMORY_USAGE_AUTO, {});
//SHImageViewDetails viewDetails
//{
// .viewType = vk::ImageViewType::e2D,
// .format = vk::Format::eR32G32B32Sfloat,
// .imageAspectFlags = vk::ImageAspectFlagBits::eColor,
// .baseMipLevel = 0,
// .mipLevelCount = 1,
// .baseArrayLayer = 0,
// .layerCount = 1,
//};
//bitmapDataImageView = bitmapDataImage->CreateImageView(logicalDevice, bitmapDataImage, )
// Amount of data required to hold matrices for all glyphs
uint32_t glyphDataSize = asset.glyphTransformations.size() * sizeof (SHMatrix);
// allocate GPU buffer for matrices
matrixDataBuffer = logicalDevice->CreateBuffer(glyphDataSize, nullptr, glyphDataSize, vk::BufferUsageFlagBits::eTransferDst | vk::BufferUsageFlagBits::eStorageBuffer, VMA_MEMORY_USAGE_AUTO, {});
// For indexing
for (uint32_t i = 0; i < fontAsset->glyphs.size(); ++i)
unicodeIndexing.emplace(fontAsset->glyphs[i], i);
// allocate GPU buffer for matrices
matrixDataBuffer = logicalDevice->CreateBuffer(glyphDataSize, asset.glyphTransformations.data(), glyphDataSize, vk::BufferUsageFlagBits::eTransferDst | vk::BufferUsageFlagBits::eStorageBuffer, VMA_MEMORY_USAGE_AUTO, {});
/*-----------------------------------------------------------------------*/
/* COMMANDS TO TRANSFER TO DEVICE MEMORY */
/*-----------------------------------------------------------------------*/
// Create command buffer to record transfer from host to device
Handle<SHVkCommandBuffer> commandBuffer = commandPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
commandBuffer->BeginRecording();
// Prepare an image barrier
vk::ImageMemoryBarrier stagingToDst{};
bitmapDataImage->PrepareImageTransitionInfo(vk::ImageLayout::eUndefined, vk::ImageLayout::eTransferDstOptimal, stagingToDst);
// Transition image to dst
commandBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eTopOfPipe, vk::PipelineStageFlagBits::eTransfer, {}, {}, {}, {stagingToDst});
// Transfer to device memory
bitmapDataImage->TransferToDeviceResource(commandBuffer);
// Transfer to GPU buffer
matrixDataBuffer->TransferToDeviceResource(commandBuffer);
vk::ImageMemoryBarrier dstToShaderRead{};
commandBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eTransfer, vk::PipelineStageFlagBits::eFragmentShader, {}, {}, {}, {dstToShaderRead});
commandBuffer->EndRecording();
queue->SubmitCommandBuffer({commandBuffer});
// wait for the command to finish
logicalDevice->WaitIdle();
/*-----------------------------------------------------------------------*/
/* CREATE IMAGE VIEW */
/*-----------------------------------------------------------------------*/
// Create the image view to the device resource
SHImageViewDetails viewDetails
{
.viewType = vk::ImageViewType::e2D,
.format = vk::Format::eR32G32B32Sfloat,
.imageAspectFlags = vk::ImageAspectFlagBits::eColor,
.baseMipLevel = 0,
.mipLevelCount = 1,
.baseArrayLayer = 0,
.layerCount = 1,
};
bitmapDataImageView = bitmapDataImage->CreateImageView(logicalDevice, bitmapDataImage, viewDetails);
/*-----------------------------------------------------------------------*/
/* DESCRIPTORS */
/*-----------------------------------------------------------------------*/
// Font data desc set layout
auto fontDataLayout = SHGraphicsGlobalData::GetDescSetLayouts()[SHGraphicsConstants::DescriptorSetBindings::FONT_BITMAP_DATA];
// allocate desc set for the bitmap and matrix data
descSet = descPool->Allocate({fontDataLayout}, {1, 1});
descSet = descPool->Allocate({ fontDataLayout }, { 1, 1 });
//auto viewLayoutSampler = std::make_tuple()
descSet->ModifyWriteDescImage(SHGraphicsConstants::DescriptorSetIndex::FONT_DATA, SHGraphicsConstants::DescriptorSetBindings::FONT_BITMAP_DATA, {});
descSet->ModifyWriteDescBuffer(SHGraphicsConstants::DescriptorSetIndex::FONT_DATA,
SHGraphicsConstants::DescriptorSetBindings::FONT_MATRIX_DATA, {&matrixDataBuffer, 1}, 0, glyphDataSize);
// Bind image and buffer to desc set.
descSet->UpdateDescriptorSetImages(SHGraphicsConstants::DescriptorSetIndex::FONT_DATA, SHGraphicsConstants::DescriptorSetBindings::FONT_BITMAP_DATA);
descSet->UpdateDescriptorSetBuffer(SHGraphicsConstants::DescriptorSetIndex::FONT_DATA, SHGraphicsConstants::DescriptorSetBindings::FONT_MATRIX_DATA);
}
std::unordered_map<msdfgen::unicode_t, uint32_t> SHFont::GetUnicodeIndexing(void) const noexcept
{
return unicodeIndexing;
}
SHADE::Handle<SHADE::SHFontAsset> SHFont::GetFontAsset(void) const noexcept
{
return fontAsset;
}
}

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@ -14,6 +14,7 @@ namespace SHADE
class SHVkImage;
class SHVkImageView;
class SHVkBuffer;
class SHVkQueue;
class SHFont
{
@ -40,7 +41,10 @@ namespace SHADE
std::unordered_map<msdfgen::unicode_t, uint32_t> unicodeIndexing;
public:
SHFont (Handle<SHVkLogicalDevice> const& inLogicalDeviceHdl, Handle<SHVkCommandPool> commandPool, Handle<SHVkDescriptorPool> descPool, SHFontAsset const& asset) noexcept;
SHFont (Handle<SHVkLogicalDevice> inLogicalDeviceHdl, Handle<SHVkQueue> queue, Handle<SHVkCommandPool> commandPool, Handle<SHVkDescriptorPool> descPool, SHFontAsset& asset) noexcept;
std::unordered_map<msdfgen::unicode_t, uint32_t> GetUnicodeIndexing (void) const noexcept;
Handle<SHFontAsset> GetFontAsset (void) const noexcept;
};
}

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@ -4,11 +4,22 @@
#include <string_view>
#include "ECS_Base/Components/SHComponent.h"
#include "Math/SHColour.h"
#include "Resource/SHHandle.h"
namespace SHADE
{
class SHFont;
class SHVkDescriptorSetGroup;
class SHVkBuffer;
class SHTextRendererComponent final : public SHComponent
{
public:
static constexpr uint32_t MAX_CHARACTERS = 500;
private:
using TextIndexingType = uint32_t;
private:
//! Text required to be rendered
std::string text;
@ -19,6 +30,15 @@ namespace SHADE
//! Requires to recompute the positions of each glyph/character
bool requiresRecompute;
//! Handle to the font used to render the text
Handle<SHFont> fontHandle;
//! We want to index into the buffer with matrices
Handle<SHVkBuffer> indexingDataBuffer;
//! character position data for each letter in the text
Handle<SHVkBuffer> charPositionDataBuffer;
void MakeDirty (void) noexcept;
void Clean (void) noexcept;
@ -31,6 +51,7 @@ namespace SHADE
void SetText (std::string_view newText) noexcept;
std::string const& GetText (void) const noexcept;
friend class SHTextRenderingSubSystem;
};
}

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@ -1,7 +1,125 @@
#include "SHpch.h"
#include "SHTextRenderingSubSystem.h"
#include "Graphics/MiddleEnd/TextRendering/SHTextRendererComponent.h"
#include "ECS_Base/Managers/SHComponentManager.h"
#include "Math/Vector/SHVec4.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/TextRendering/SHFont.h"
#include "Graphics/Buffers/SHVkBuffer.h"
namespace SHADE
{
void SHTextRenderingSubSystem::RecomputePositions(SHTextRendererComponent& textComp) noexcept
{
if (textComp.text.empty() || textComp.fontHandle)
return;
// Create the buffer
if (!textComp.indexingDataBuffer)
textComp.indexingDataBuffer = logicalDevice->CreateBuffer(SHTextRendererComponent::MAX_CHARACTERS * sizeof(uint32_t), nullptr, SHTextRendererComponent::MAX_CHARACTERS * sizeof(uint32_t), vk::BufferUsageFlagBits::eVertexBuffer, VMA_MEMORY_USAGE_AUTO, VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT);
if (!textComp.charPositionDataBuffer)
textComp.indexingDataBuffer = logicalDevice->CreateBuffer(SHTextRendererComponent::MAX_CHARACTERS * sizeof(SHVec4), nullptr, SHTextRendererComponent::MAX_CHARACTERS * sizeof(SHVec4), vk::BufferUsageFlagBits::eVertexBuffer, VMA_MEMORY_USAGE_AUTO, VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT);
// For indexing font transformation in the shader
std::vector <SHTextRendererComponent::TextIndexingType> indexingData;
// For placing glyphs correctly
std::vector <SHVec4> charPositionData;
// Baseline relative to entity with this component
SHVec4 baselineOrigin{ 0.0f, 0.0f, 0.0f, 1.0f };
// Number of characters in the string
uint32_t numChars = static_cast<uint32_t>(textComp.text.size());
// Get a ref to the transform indices
auto const& glyphTransformIndices = textComp.fontHandle->GetUnicodeIndexing();
// Get a ref to the glyph transformations
auto const& glyphTransforms = textComp.fontHandle->GetFontAsset()->glyphTransformations;
bool dueNextLine = false;
// for every character
for (uint32_t i = 0; i < numChars; ++i)
{
SHTextRendererComponent::TextIndexingType index = glyphTransformIndices.at(textComp.text[i]);
// Copy baseline
SHVec4 characterPos = baselineOrigin;
// Get where to draw the glyph relative to the baseline
characterPos[0] += glyphTransforms[index].m[SHFontAsset::BASELINE_LEFT_MATRIX_INDEX_ROW][SHFontAsset::BASELINE_LEFT_MATRIX_INDEX_COL]; // Inside the matrix but not used in the shader so this value has no positional value
characterPos[1] += glyphTransforms[index].m[SHFontAsset::BASELINE_BOTTOM_MATRIX_INDEX_ROW][SHFontAsset::BASELINE_BOTTOM_MATRIX_INDEX_COL]; // Inside the matrix but not used in the shader so this value has no positional value
indexingData.push_back(index);
charPositionData.push_back(characterPos);
// if not the last character
if (i != numChars - 1)
{
// Get the advance and move the baseline
double advance = 0.0;
textComp.fontHandle->GetFontAsset()->fontGeometry.getAdvance(advance, textComp.text[i], textComp.text[static_cast<uint64_t>(i) + 1]);
baselineOrigin[0] += static_cast<float>(advance);
//if (baselineOrigin[0] >= textComp.estimatedLineLength)
//{
// dueNextLine = true;
//}
}
//if (dueNextLine && textComp.renderedText[i] == ' ')
//{
// baselineOrigin[0] = 0.0f;
// baselineOrigin[1] -= textComp.lineSpacing;
// dueNextLine = false;
//}
}
textComp.indexingDataBuffer->WriteToMemory(indexingData.data(), indexingData.size() * sizeof (SHTextRendererComponent::TextIndexingType),0, 0);
textComp.charPositionDataBuffer->WriteToMemory(charPositionData.data(), charPositionData.size() * sizeof (SHVec4), 0, 0);
indexingData.clear();
charPositionData.clear();
}
void SHTextRenderingSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool) noexcept
{
logicalDevice = device;
}
void SHTextRenderingSubSystem::Run(uint32_t frameIndex) noexcept
{
auto& textRendererComps = SHComponentManager::GetDense<SHTextRendererComponent>();
for (auto& comp : textRendererComps)
{
// If the component is dirty
if (comp.requiresRecompute)
{
RecomputePositions(comp);
comp.Clean();
}
}
}
void SHTextRenderingSubSystem::Render(void) noexcept
{
auto& textRendererComps = SHComponentManager::GetDense<SHTextRendererComponent>();
for (auto& comp : textRendererComps)
{
// draw the component
}
}
void SHTextRenderingSubSystem::Exit(void) noexcept
{
}
}

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@ -11,15 +11,22 @@ namespace SHADE
class SHVkBuffer;
class SHLightComponent;
class SHVkCommandBuffer;
class SHTextRendererComponent;
class SHTextRenderingSubSystem
{
private:
//! Logical device for creation and destruction
Handle<SHVkLogicalDevice> logicalDevice;
private:
void RecomputePositions(SHTextRendererComponent& textComp) noexcept;
public:
void Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool) noexcept;
void Run(uint32_t frameIndex) noexcept;
void Render (void) noexcept;
void Exit(void) noexcept;