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.
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@ -45,15 +45,14 @@ void main()
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float screenPxDistance = 2 * (sd - 0.5f);
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float screenPxDistance = 2 * (sd - 0.5f);
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float opacity = clamp (screenPxDistance + 0.5f, 0.0f, 2.0f);
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float opacity = clamp (screenPxDistance + 0.5f, 0.0f, 2.0f);
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vec4 fragColor = vec4 (1.0f);
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vec4 fragColor;
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if (opacity > 0.02f && opacity < 1.9f)
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{
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fragColor = vec4(0.0f, 1.0f, 1.0f, 1.0f);
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}
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if (opacity < 0.2f)
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discard;
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else
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fragColor = mix(vec4(0.0f), vec4(In2.textColor, 1.0f), min (opacity, 1.0f));
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fragColor = mix(vec4(0.0f), vec4(In2.textColor, 1.0f), min (opacity, 1.0f));
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// fragColor = vec4 (1.0f);
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color = fragColor;
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color = fragColor;
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outEntityID = In2.eid;
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outEntityID = In2.eid;
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@ -68,7 +68,7 @@ void main()
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// Generate UV coords and vertex positions
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// Generate UV coords and vertex positions
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Out.uv = CreateQuad(gl_VertexIndex);
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Out.uv = CreateQuad(gl_VertexIndex);
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vec3 vertexPos = vec3(Out.uv, 1.0f);
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vec3 vertexPos = vec3(Out.uv, 0.0f);
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// Get the local matrices
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// Get the local matrices
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mat4 localModel = testPushConstant.worldTransform;
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mat4 localModel = testPushConstant.worldTransform;
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@ -87,16 +87,15 @@ void main()
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toFontSpace[2][0] = positionalOffset.x;
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toFontSpace[2][0] = positionalOffset.x;
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toFontSpace[2][1] = positionalOffset.y;
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toFontSpace[2][1] = positionalOffset.y;
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mat4 PVMatrix = cameraData.vpMat;
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// Initialize variables for use in FS
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// Initialize variables for use in FS
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//characterIndex = gl_InstanceID;
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//characterIndex = gl_InstanceID;
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// Transform the vertices to font space
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// Transform the vertices to font space
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vertexPos = toFontSpace * vertexPos;
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vertexPos = toFontSpace * vec3(vertexPos.xy, 1.0f);
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Out2.textColor = testPushConstant.textColor;
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Out2.textColor = testPushConstant.textColor;
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// transform the vertex position to font space
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// transform the vertex position to font space
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gl_Position = PVMatrix * localModel * vec4(vertexPos, 1.0f);
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gl_Position = cameraData.orthoMat * localModel * vec4(vertexPos, 1.0f);
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// gl_Position = vec4(vertexPos, 1.0f);
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}
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}
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@ -141,7 +141,7 @@ namespace Sandbox
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//SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
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//SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
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SHAssetManager::Load();
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SHAssetManager::Load();
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auto font = SHAssetManager::GetData<SHFontAsset>(176667660);
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//auto font = SHAssetManager::GetData<SHFontAsset>(176667660);
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SHSystemManager::RegisterRoutine<SHAudioSystem, SHAudioSystem::AudioRoutine>();
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SHSystemManager::RegisterRoutine<SHAudioSystem, SHAudioSystem::AudioRoutine>();
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@ -22,6 +22,14 @@ namespace SHADE
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return nullptr;
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return nullptr;
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}
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}
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// Attempt to load font geometry for advance data
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auto ttfFilePath = path.string();
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ttfFilePath = ttfFilePath.substr(0, ttfFilePath.find_last_of('.'));
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ttfFilePath += TTF_EXTENSION.data();
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msdfgen::FontHandle* fontHandle = nullptr;
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fontHandle = msdfgen::loadFont(SHFreetypeInstance::GetFreetypeHandle(), ttfFilePath.c_str());
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newFontAsset->fontGeometry.loadCharset(fontHandle, 1.0f, msdf_atlas::Charset::ASCII);
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uint32_t numGlyphs = 0;
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uint32_t numGlyphs = 0;
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// read how many glyphs we have
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// read how many glyphs we have
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@ -117,6 +117,8 @@ namespace SHADE
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// Create generic command buffer
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// Create generic command buffer
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graphicsCmdPool = device->CreateCommandPool(SH_QUEUE_FAMILY_ARRAY_INDEX::GRAPHICS, SH_CMD_POOL_RESET::POOL_BASED, true);
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graphicsCmdPool = device->CreateCommandPool(SH_QUEUE_FAMILY_ARRAY_INDEX::GRAPHICS, SH_CMD_POOL_RESET::POOL_BASED, true);
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SHFreetypeInstance::Init();
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SHAssetManager::CompileAsset("../../Assets/Shaders/Text_VS.glsl", false);
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SHAssetManager::CompileAsset("../../Assets/Shaders/Text_VS.glsl", false);
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SHAssetManager::CompileAsset("../../Assets/Shaders/Text_FS.glsl", false);
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SHAssetManager::CompileAsset("../../Assets/Shaders/Text_FS.glsl", false);
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SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_VS.glsl", false);
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SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_VS.glsl", false);
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@ -379,7 +381,6 @@ namespace SHADE
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screenRenderer->BindDescSet(cmdBuffer, frameIndex);
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screenRenderer->BindDescSet(cmdBuffer, frameIndex);
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});
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});
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SHFreetypeInstance::Init();
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}
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}
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void SHGraphicsSystem::InitBuiltInResources(void)
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void SHGraphicsSystem::InitBuiltInResources(void)
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@ -1041,7 +1042,8 @@ namespace SHADE
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worldViewport->SetWidth(static_cast<float>(resizeWidth));
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worldViewport->SetWidth(static_cast<float>(resizeWidth));
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worldViewport->SetHeight(static_cast<float>(resizeHeight));
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worldViewport->SetHeight(static_cast<float>(resizeHeight));
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worldCamera->SetPerspective(90.0f, static_cast<float>(resizeWidth), static_cast<float>(resizeHeight), 0.0f, 100.0f);
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//worldCamera->SetPerspective(90.0f, static_cast<float>(resizeWidth), static_cast<float>(resizeHeight), 0.0f, 100.0f);
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//screenCamera->SetOrthographic(static_cast<float>(resizeWidth), static_cast<float>(resizeHeight), 0.01f, 100.0f);
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auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
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auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
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#ifdef SHEDITOR
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#ifdef SHEDITOR
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@ -1053,8 +1055,6 @@ namespace SHADE
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for (auto& semaHandle : graphSemaphores)
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for (auto& semaHandle : graphSemaphores)
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semaHandle = device->CreateSemaphore();
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semaHandle = device->CreateSemaphore();
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}
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}
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void SHGraphicsSystem::AwaitGraphicsExecution()
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void SHGraphicsSystem::AwaitGraphicsExecution()
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@ -24,7 +24,7 @@ namespace SHADE
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/***************************************************************************/
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/***************************************************************************/
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void SHTextRendererComponent::OnCreate(void)
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void SHTextRendererComponent::OnCreate(void)
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{
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{
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text = "Text";
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text = "My name is Brandon.";
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requiresRecompute = true;
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requiresRecompute = true;
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// Default white color.
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// Default white color.
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@ -16,7 +16,7 @@ namespace SHADE
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{
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{
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void SHTextRenderingSubSystem::RecomputePositions(SHTextRendererComponent& textComp) noexcept
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void SHTextRenderingSubSystem::RecomputePositions(SHTextRendererComponent& textComp) noexcept
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{
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{
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if (textComp.text.empty() || textComp.fontHandle)
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if (textComp.text.empty() || !textComp.fontHandle)
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return;
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return;
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// Create the buffer
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// Create the buffer
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@ -24,7 +24,7 @@ namespace SHADE
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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);
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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);
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if (!textComp.charPositionDataBuffer)
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if (!textComp.charPositionDataBuffer)
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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);
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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);
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// For indexing font transformation in the shader
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// For indexing font transformation in the shader
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std::vector <SHTextRendererComponent::TextIndexingType> indexingData;
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std::vector <SHTextRendererComponent::TextIndexingType> indexingData;
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@ -115,8 +115,8 @@ namespace SHADE
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SHVertexInputState vertexInputState;
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SHVertexInputState vertexInputState;
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// Configure vertex attributes
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// Configure vertex attributes
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vertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // location = 0 (character position data)
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vertexInputState.AddBinding(true, false, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // location = 0 (character position data)
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vertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::UINT32_1D) }); // location = 1 (glyph index to index matrices)
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vertexInputState.AddBinding(true, false, { SHVertexAttribute(SHAttribFormat::UINT32_1D) }); // location = 1 (glyph index to index matrices)
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// Set vertex state for new pipeline
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// Set vertex state for new pipeline
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pipeline->GetPipelineState().SetVertexInputState(vertexInputState);
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pipeline->GetPipelineState().SetVertexInputState(vertexInputState);
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@ -146,6 +146,13 @@ namespace SHADE
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pipeline->GetPipelineState().SetColorBlenState(colorBlendState);
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pipeline->GetPipelineState().SetColorBlenState(colorBlendState);
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SHInputAssemblyState inputAssembly{};
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inputAssembly.topology = vk::PrimitiveTopology::eTriangleFan;
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pipeline->GetPipelineState().SetInputAssemblyState(inputAssembly);
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SHRasterizationState rasterState{};
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rasterState.frontFacingOrientation = vk::FrontFace::eClockwise;
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pipeline->GetPipelineState().SetRasterizationState(rasterState);
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// Construct pipeline
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// Construct pipeline
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pipeline->ConstructPipeline();
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pipeline->ConstructPipeline();
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