Implemented Text Rendering

- The Text Renderer Component serialization and reflection onto inspector is not in yet, but there is basic functionality.
- Updated shaders
- Topology for text rendering is changed to triangle fan. Front facing for primitives is clockwise. Vertex state has both the positionOffset and glyphIndex attribute set as instanced.
-  Freetype instance is now initialized in InitBoilerplate
- SHCamera no longer calling SetPerspective/Ortho inside HandleResize
- Font Geometry is now loaded in SHFontLoader into SHFontAsset fontGeometry variable.
This commit is contained in:
Brandon Mak 2022-11-20 19:03:12 +08:00
parent 85f0b67f67
commit c686954c77
10 changed files with 35 additions and 22 deletions

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@ -45,15 +45,14 @@ void main()
float screenPxDistance = 2 * (sd - 0.5f);
float opacity = clamp (screenPxDistance + 0.5f, 0.0f, 2.0f);
vec4 fragColor = vec4 (1.0f);
vec4 fragColor;
if (opacity > 0.02f && opacity < 1.9f)
{
fragColor = vec4(0.0f, 1.0f, 1.0f, 1.0f);
}
fragColor = mix(vec4(0.0f), vec4(In2.textColor, 1.0f), min (opacity, 1.0f));
if (opacity < 0.2f)
discard;
else
fragColor = mix(vec4(0.0f), vec4(In2.textColor, 1.0f), min (opacity, 1.0f));
// fragColor = vec4 (1.0f);
color = fragColor;
outEntityID = In2.eid;

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@ -68,7 +68,7 @@ void main()
// Generate UV coords and vertex positions
Out.uv = CreateQuad(gl_VertexIndex);
vec3 vertexPos = vec3(Out.uv, 1.0f);
vec3 vertexPos = vec3(Out.uv, 0.0f);
// Get the local matrices
mat4 localModel = testPushConstant.worldTransform;
@ -87,16 +87,15 @@ void main()
toFontSpace[2][0] = positionalOffset.x;
toFontSpace[2][1] = positionalOffset.y;
mat4 PVMatrix = cameraData.vpMat;
// Initialize variables for use in FS
//characterIndex = gl_InstanceID;
// Transform the vertices to font space
vertexPos = toFontSpace * vertexPos;
vertexPos = toFontSpace * vec3(vertexPos.xy, 1.0f);
Out2.textColor = testPushConstant.textColor;
// transform the vertex position to font space
gl_Position = PVMatrix * localModel * vec4(vertexPos, 1.0f);
gl_Position = cameraData.orthoMat * localModel * vec4(vertexPos, 1.0f);
// gl_Position = vec4(vertexPos, 1.0f);
}

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@ -141,7 +141,7 @@ namespace Sandbox
//SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
SHAssetManager::Load();
auto font = SHAssetManager::GetData<SHFontAsset>(176667660);
//auto font = SHAssetManager::GetData<SHFontAsset>(176667660);
SHSystemManager::RegisterRoutine<SHAudioSystem, SHAudioSystem::AudioRoutine>();

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@ -22,6 +22,14 @@ namespace SHADE
return nullptr;
}
// Attempt to load font geometry for advance data
auto ttfFilePath = path.string();
ttfFilePath = ttfFilePath.substr(0, ttfFilePath.find_last_of('.'));
ttfFilePath += TTF_EXTENSION.data();
msdfgen::FontHandle* fontHandle = nullptr;
fontHandle = msdfgen::loadFont(SHFreetypeInstance::GetFreetypeHandle(), ttfFilePath.c_str());
newFontAsset->fontGeometry.loadCharset(fontHandle, 1.0f, msdf_atlas::Charset::ASCII);
uint32_t numGlyphs = 0;
// read how many glyphs we have

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@ -117,6 +117,8 @@ namespace SHADE
// Create generic command buffer
graphicsCmdPool = device->CreateCommandPool(SH_QUEUE_FAMILY_ARRAY_INDEX::GRAPHICS, SH_CMD_POOL_RESET::POOL_BASED, true);
SHFreetypeInstance::Init();
SHAssetManager::CompileAsset("../../Assets/Shaders/Text_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/Text_FS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_VS.glsl", false);
@ -379,7 +381,6 @@ namespace SHADE
screenRenderer->BindDescSet(cmdBuffer, frameIndex);
});
SHFreetypeInstance::Init();
}
void SHGraphicsSystem::InitBuiltInResources(void)
@ -1041,7 +1042,8 @@ namespace SHADE
worldViewport->SetWidth(static_cast<float>(resizeWidth));
worldViewport->SetHeight(static_cast<float>(resizeHeight));
worldCamera->SetPerspective(90.0f, static_cast<float>(resizeWidth), static_cast<float>(resizeHeight), 0.0f, 100.0f);
//worldCamera->SetPerspective(90.0f, static_cast<float>(resizeWidth), static_cast<float>(resizeHeight), 0.0f, 100.0f);
//screenCamera->SetOrthographic(static_cast<float>(resizeWidth), static_cast<float>(resizeHeight), 0.01f, 100.0f);
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
#ifdef SHEDITOR
@ -1053,8 +1055,6 @@ namespace SHADE
for (auto& semaHandle : graphSemaphores)
semaHandle = device->CreateSemaphore();
}
void SHGraphicsSystem::AwaitGraphicsExecution()

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@ -24,7 +24,7 @@ namespace SHADE
/***************************************************************************/
void SHTextRendererComponent::OnCreate(void)
{
text = "Text";
text = "My name is Brandon.";
requiresRecompute = true;
// Default white color.

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@ -16,7 +16,7 @@ namespace SHADE
{
void SHTextRenderingSubSystem::RecomputePositions(SHTextRendererComponent& textComp) noexcept
{
if (textComp.text.empty() || textComp.fontHandle)
if (textComp.text.empty() || !textComp.fontHandle)
return;
// Create the buffer
@ -24,7 +24,7 @@ namespace SHADE
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);
textComp.charPositionDataBuffer = 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;
@ -115,8 +115,8 @@ namespace SHADE
SHVertexInputState vertexInputState;
// Configure vertex attributes
vertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // location = 0 (character position data)
vertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::UINT32_1D) }); // location = 1 (glyph index to index matrices)
vertexInputState.AddBinding(true, false, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // location = 0 (character position data)
vertexInputState.AddBinding(true, false, { SHVertexAttribute(SHAttribFormat::UINT32_1D) }); // location = 1 (glyph index to index matrices)
// Set vertex state for new pipeline
pipeline->GetPipelineState().SetVertexInputState(vertexInputState);
@ -146,6 +146,13 @@ namespace SHADE
pipeline->GetPipelineState().SetColorBlenState(colorBlendState);
SHInputAssemblyState inputAssembly{};
inputAssembly.topology = vk::PrimitiveTopology::eTriangleFan;
pipeline->GetPipelineState().SetInputAssemblyState(inputAssembly);
SHRasterizationState rasterState{};
rasterState.frontFacingOrientation = vk::FrontFace::eClockwise;
pipeline->GetPipelineState().SetRasterizationState(rasterState);
// Construct pipeline
pipeline->ConstructPipeline();