Refactor text rendering to use less input data
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parent
c1b6a2add3
commit
678414f014
2 changed files with 57 additions and 40 deletions
43
main.cpp
43
main.cpp
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@ -237,7 +237,7 @@ uint32_t make_gl_program(const char *pathname_vertex, const char *pathname_fragm
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void render_text(const char *text, float x, float y, float scale, glm::vec3 color)
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void render_text(const char *text, float x, float y, float scale, glm::vec3 color)
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{
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{
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// TODO: Group draw calls together instead of doing 1 draw call/character. Use an atlas with GL_TEXTURE_ARRAY
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// TODO: Group draw calls together instead of doing 1 draw call/character. Use an atlas with GL_TEXTURE_ARRAY
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// TODO: Do not make draw calls for invisible characters!
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// Take tips from https://www.youtube.com/watch?v=S0PyZKX4lyI
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// activate corresponding render state
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// activate corresponding render state
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glUseProgram(text_program);
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glUseProgram(text_program);
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@ -251,31 +251,39 @@ void render_text(const char *text, float x, float y, float scale, glm::vec3 colo
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char c = *p;
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char c = *p;
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charglyph_t charglyph = glyphmap[(size_t)c];
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charglyph_t charglyph = glyphmap[(size_t)c];
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if (c == ' ') // Just advance by normal horizontal distance and prepare for next char
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{
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x += (charglyph.advance >> 6) * scale;
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continue;
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}
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float xpos = x + charglyph.bearing.x * scale;
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float xpos = x + charglyph.bearing.x * scale;
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float ypos = y - (charglyph.size.y - charglyph.bearing.y) * scale;
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float ypos = y - (charglyph.size.y - charglyph.bearing.y) * scale;
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float w = charglyph.size.x * scale;
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glm::mat4 transform = glm::translate(glm::mat4(1.0f), glm::vec3(xpos, ypos, 0)) * glm::scale(glm::mat4(1.0f), glm::vec3(charglyph.size.x * scale, charglyph.size.y * scale, 0));
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float h = charglyph.size.y * scale;
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glUniformMatrix4fv(glGetUniformLocation(text_program, "transform"), 1, GL_FALSE, &transform[0][0]);
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// update VBO for each character
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// update VBO for each character
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float vertices[4][4] = {
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// float vertices[4][4] = {
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{ xpos, ypos + h, 0.0f, 0.0f },
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// { xpos, ypos + h, 0.0f, 0.0f },
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{ xpos, ypos, 0.0f, 1.0f },
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// { xpos, ypos, 0.0f, 1.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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// { xpos + w, ypos, 1.0f, 1.0f },
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{ xpos + w, ypos + h, 1.0f, 0.0f }
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// { xpos + w, ypos + h, 1.0f, 0.0f }
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};
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// };
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// render glyph texture over quad
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// render glyph texture over quad
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glBindTexture(GL_TEXTURE_2D, charglyph.tex);
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glBindTexture(GL_TEXTURE_2D, charglyph.tex);
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// update content of VBO memory
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// update content of VBO memory
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glBindBuffer(GL_ARRAY_BUFFER, textvbo);
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glBindBuffer(GL_ARRAY_BUFFER, textvbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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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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// render quad
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, 1);
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
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// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
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x += (charglyph.advance >> 6) * scale; // bitshift by 6 to get value in pixels (2^6 = 64)
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x += (charglyph.advance >> 6) * scale; // bitshift by 6 to get value in pixels (2^6 = 64)
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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@ -452,14 +460,21 @@ int main([[maybe_unused]]int argc, [[maybe_unused]]char **argv)
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// text initialization
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// text initialization
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text_program = make_gl_program("shaders/text.vert", "shaders/text.frag");
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text_program = make_gl_program("shaders/text.vert", "shaders/text.frag");
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static GLfloat vertex_data[] = {
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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};
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glGenVertexArrays(1, &textvao);
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glGenVertexArrays(1, &textvao);
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glGenBuffers(1, &textvbo);
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glGenBuffers(1, &textvbo);
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glBindVertexArray(textvao);
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glBindVertexArray(textvao);
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glBindBuffer(GL_ARRAY_BUFFER, textvbo);
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glBindBuffer(GL_ARRAY_BUFFER, textvbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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@ -1,11 +1,13 @@
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#version 330 core
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#version 330 core
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layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
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layout (location = 0) in vec2 vertex; // <vec2 pos>
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out vec2 texuv;
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out vec2 texuv;
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uniform mat4 transform;
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uniform mat4 projection;
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uniform mat4 projection;
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void main()
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void main()
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{
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{
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gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
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gl_Position = projection * transform * vec4(vertex.xy, 0.0, 1.0);
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texuv = vertex.zw;
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texuv = vertex.xy;
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texuv.y=1.0f-texuv.y;
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}
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}
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