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f2e9faf62b
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0d53d1593f
29 changed files with 54 additions and 487 deletions
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AUTHORS
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Current Contributors (sorted alphabetically):
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- Vishal Vijayraghavan <vishalvvr at fedoraproject dot org>
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||||||
Project Owner/ Maintainer (Current)
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||||||
Red Hat, Inc.
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||||||
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||||||
Previous Contributors
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||||||
- Pravin Satpute <psatpute at redhat dot com>
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|
||||||
Project Owner/ Maintainer
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||||||
Red Hat, Inc.
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||||||
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||||||
- Steve Matteson
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||||||
Original Designer
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|
||||||
Ascender, Inc.
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Digitized data copyright (c) 2010 Google Corporation
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with Reserved Font Arimo, Tinos and Cousine.
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||||||
Copyright (c) 2012 Red Hat, Inc.
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||||||
with Reserved Font Name Liberation.
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|
||||||
This Font Software is licensed under the SIL Open Font License,
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|
||||||
Version 1.1.
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|
||||||
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|
||||||
This license is copied below, and is also available with a FAQ at:
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|
||||||
http://scripts.sil.org/OFL
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|
||||||
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|
||||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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|
||||||
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|
||||||
PREAMBLE The goals of the Open Font License (OFL) are to stimulate
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|
||||||
worldwide development of collaborative font projects, to support the font
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|
||||||
creation efforts of academic and linguistic communities, and to provide
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||||||
a free and open framework in which fonts may be shared and improved in
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|
||||||
partnership with others.
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||||||
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|
||||||
The OFL allows the licensed fonts to be used, studied, modified and
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|
||||||
redistributed freely as long as they are not sold by themselves.
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|
||||||
The fonts, including any derivative works, can be bundled, embedded,
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|
||||||
redistributed and/or sold with any software provided that any reserved
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|
||||||
names are not used by derivative works. The fonts and derivatives,
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|
||||||
however, cannot be released under any other type of license. The
|
|
||||||
requirement for fonts to remain under this license does not apply to
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|
||||||
any document created using the fonts or their derivatives.
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|
||||||
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||||||
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|
||||||
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|
||||||
DEFINITIONS
|
|
||||||
"Font Software" refers to the set of files released by the Copyright
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|
||||||
Holder(s) under this license and clearly marked as such.
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|
||||||
This may include source files, build scripts and documentation.
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|
||||||
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|
||||||
"Reserved Font Name" refers to any names specified as such after the
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|
||||||
copyright statement(s).
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|
||||||
|
|
||||||
"Original Version" refers to the collection of Font Software components
|
|
||||||
as distributed by the Copyright Holder(s).
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|
||||||
|
|
||||||
"Modified Version" refers to any derivative made by adding to, deleting,
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|
||||||
or substituting ? in part or in whole ?
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|
||||||
any of the components of the Original Version, by changing formats or
|
|
||||||
by porting the Font Software to a new environment.
|
|
||||||
|
|
||||||
"Author" refers to any designer, engineer, programmer, technical writer
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|
||||||
or other person who contributed to the Font Software.
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|
||||||
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|
||||||
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|
||||||
PERMISSION & CONDITIONS
|
|
||||||
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|
||||||
Permission is hereby granted, free of charge, to any person obtaining a
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|
||||||
copy of the Font Software, to use, study, copy, merge, embed, modify,
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|
||||||
redistribute, and sell modified and unmodified copies of the Font
|
|
||||||
Software, subject to the following conditions:
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|
||||||
|
|
||||||
1) Neither the Font Software nor any of its individual components,in
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|
||||||
Original or Modified Versions, may be sold by itself.
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|
||||||
|
|
||||||
2) Original or Modified Versions of the Font Software may be bundled,
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|
||||||
redistributed and/or sold with any software, provided that each copy
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|
||||||
contains the above copyright notice and this license. These can be
|
|
||||||
included either as stand-alone text files, human-readable headers or
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|
||||||
in the appropriate machine-readable metadata fields within text or
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|
||||||
binary files as long as those fields can be easily viewed by the user.
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|
||||||
|
|
||||||
3) No Modified Version of the Font Software may use the Reserved Font
|
|
||||||
Name(s) unless explicit written permission is granted by the
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|
||||||
corresponding Copyright Holder. This restriction only applies to the
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|
||||||
primary font name as presented to the users.
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|
||||||
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|
||||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
|
||||||
Software shall not be used to promote, endorse or advertise any
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|
||||||
Modified Version, except to acknowledge the contribution(s) of the
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|
||||||
Copyright Holder(s) and the Author(s) or with their explicit written
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|
||||||
permission.
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|
||||||
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|
||||||
5) The Font Software, modified or unmodified, in part or in whole, must
|
|
||||||
be distributed entirely under this license, and must not be distributed
|
|
||||||
under any other license. The requirement for fonts to remain under
|
|
||||||
this license does not apply to any document created using the Font
|
|
||||||
Software.
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|
||||||
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|
||||||
|
|
||||||
|
|
||||||
TERMINATION
|
|
||||||
This license becomes null and void if any of the above conditions are not met.
|
|
||||||
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|
||||||
|
|
||||||
|
|
||||||
DISCLAIMER
|
|
||||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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|
||||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
|
||||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
|
||||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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|
||||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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|
||||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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|
||||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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|
||||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER
|
|
||||||
DEALINGS IN THE FONT SOFTWARE.
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|
||||||
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@ -1,22 +0,0 @@
|
||||||
#version 330 core
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|
||||||
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|
||||||
out vec4 FragColor;
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|
||||||
in vec3 vPos;
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|
||||||
in vec2 vTexCoord;
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|
||||||
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|
||||||
uniform sampler2D fontTex;
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|
||||||
uniform int charIndex;
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|
||||||
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|
||||||
// Main
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|
||||||
|
|
||||||
void main() {
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|
||||||
int x = (charIndex-32) % 16;
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|
||||||
int y = (charIndex-32) / 16;
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|
||||||
|
|
||||||
float fx = float(x) / 16;
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|
||||||
float fy = float(y) / 8;
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|
||||||
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|
||||||
vec4 color = texture(fontTex, vec2(fx, fy) + vTexCoord * vec2(1.f/32, 1.f/16));
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|
||||||
FragColor = vec3(color) == vec3(0, 0, 0) ? vec4(0, 0, 0, 0) : color;
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|
||||||
// FragColor = color;
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|
||||||
}
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|
@ -1,12 +0,0 @@
|
||||||
#version 330 core
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|
||||||
in vec3 aPos;
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|
||||||
in vec2 aTexCoord;
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|
||||||
|
|
||||||
out vec3 vPos;
|
|
||||||
out vec2 vTexCoord;
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_Position = vec4(aPos, 1.0);
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|
||||||
vPos = aPos;
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|
||||||
vTexCoord = aTexCoord;
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|
||||||
}
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|
|
@ -1,14 +1,22 @@
|
||||||
// https://learnopengl.com/In-Practice/Text-Rendering
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|
||||||
|
|
||||||
#version 330 core
|
#version 330 core
|
||||||
in vec2 TexCoords;
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|
||||||
out vec4 color;
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|
||||||
|
|
||||||
uniform sampler2D text;
|
out vec4 FragColor;
|
||||||
uniform vec3 textColor;
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in vec3 vPos;
|
||||||
|
in vec2 vTexCoord;
|
||||||
|
|
||||||
void main()
|
uniform sampler2D fontTex;
|
||||||
{
|
uniform int charIndex;
|
||||||
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
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|
||||||
color = vec4(textColor, 1.0) * sampled;
|
// Main
|
||||||
}
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|
||||||
|
void main() {
|
||||||
|
int x = (charIndex-32) % 16;
|
||||||
|
int y = (charIndex-32) / 16;
|
||||||
|
|
||||||
|
float fx = float(x) / 16;
|
||||||
|
float fy = float(y) / 8;
|
||||||
|
|
||||||
|
vec4 color = texture(fontTex, vec2(fx, fy) + vTexCoord * vec2(1.f/32, 1.f/16));
|
||||||
|
FragColor = vec3(color) == vec3(0, 0, 0) ? vec4(0, 0, 0, 0) : color;
|
||||||
|
// FragColor = color;
|
||||||
|
}
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|
@ -1,13 +1,12 @@
|
||||||
// https://learnopengl.com/In-Practice/Text-Rendering
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|
||||||
|
|
||||||
#version 330 core
|
#version 330 core
|
||||||
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
|
in vec3 aPos;
|
||||||
out vec2 TexCoords;
|
in vec2 aTexCoord;
|
||||||
|
|
||||||
uniform mat4 projection;
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|
||||||
|
|
||||||
|
out vec3 vPos;
|
||||||
|
out vec2 vTexCoord;
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
|
gl_Position = vec4(aPos, 1.0);
|
||||||
TexCoords = vertex.zw;
|
vPos = aPos;
|
||||||
}
|
vTexCoord = aTexCoord;
|
||||||
|
}
|
||||||
|
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|
@ -1,12 +0,0 @@
|
||||||
#version 330 core
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|
||||||
|
|
||||||
// I/O
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|
||||||
|
|
||||||
out vec4 fColor;
|
|
||||||
uniform vec3 aColor;
|
|
||||||
|
|
||||||
// Main
|
|
||||||
|
|
||||||
void main() {
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|
||||||
fColor = vec4(aColor, 1.0);
|
|
||||||
}
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|
|
@ -1,10 +0,0 @@
|
||||||
#version 330 core
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|
||||||
layout (location = 0) in vec2 aPos;
|
|
||||||
layout (location = 1) in vec2 aTexCoords;
|
|
||||||
|
|
||||||
uniform mat4 projection;
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|
||||||
uniform mat4 model;
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|
||||||
|
|
||||||
void main() {
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|
||||||
gl_Position = projection * model * vec4(aPos, 0.0, 1);
|
|
||||||
}
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|
|
@ -7,7 +7,6 @@ find_package(OpenGL)
|
||||||
find_package(glm CONFIG REQUIRED)
|
find_package(glm CONFIG REQUIRED)
|
||||||
find_package(ReactPhysics3D REQUIRED)
|
find_package(ReactPhysics3D REQUIRED)
|
||||||
find_package(pugixml 1.15 REQUIRED)
|
find_package(pugixml 1.15 REQUIRED)
|
||||||
find_package(Freetype)
|
|
||||||
|
|
||||||
find_package(Stb REQUIRED)
|
find_package(Stb REQUIRED)
|
||||||
include_directories(${Stb_INCLUDE_DIR})
|
include_directories(${Stb_INCLUDE_DIR})
|
||||||
|
@ -45,7 +44,7 @@ list(APPEND SOURCES ${AUTOGEN_OUTS})
|
||||||
add_library(openblocks STATIC ${SOURCES})
|
add_library(openblocks STATIC ${SOURCES})
|
||||||
set_target_properties(openblocks PROPERTIES OUTPUT_NAME "openblocks")
|
set_target_properties(openblocks PROPERTIES OUTPUT_NAME "openblocks")
|
||||||
target_link_directories(openblocks PUBLIC ${LUAJIT_LIBRARY_DIRS})
|
target_link_directories(openblocks PUBLIC ${LUAJIT_LIBRARY_DIRS})
|
||||||
target_link_libraries(openblocks ${GLEW_LIBRARIES} ${LUAJIT_LIBRARIES} OpenGL::GL ReactPhysics3D::ReactPhysics3D pugixml::pugixml Freetype::Freetype)
|
target_link_libraries(openblocks ${GLEW_LIBRARIES} ${LUAJIT_LIBRARIES} OpenGL::GL ReactPhysics3D::ReactPhysics3D pugixml::pugixml)
|
||||||
target_include_directories(openblocks PUBLIC "src" "../include" ${LUAJIT_INCLUDE_DIRS})
|
target_include_directories(openblocks PUBLIC "src" "../include" ${LUAJIT_INCLUDE_DIRS})
|
||||||
add_dependencies(openblocks autogen_build autogen)
|
add_dependencies(openblocks autogen_build autogen)
|
||||||
|
|
||||||
|
|
|
@ -7,13 +7,13 @@
|
||||||
#include <string>
|
#include <string>
|
||||||
|
|
||||||
extern int viewportWidth, viewportHeight;
|
extern int viewportWidth, viewportHeight;
|
||||||
extern Texture* debugFontTexture;
|
extern Texture* fontTexture;
|
||||||
extern Shader* fontShader;
|
extern Shader* fontShader;
|
||||||
extern Shader* identityShader;
|
extern Shader* identityShader;
|
||||||
|
|
||||||
void drawChar(char c, int x, int y, float scale=1.f) {
|
void drawChar(char c, int x, int y, float scale=1.f) {
|
||||||
fontShader->use();
|
fontShader->use();
|
||||||
debugFontTexture->activate(1);
|
fontTexture->activate(1);
|
||||||
fontShader->set("fontTex", 1);
|
fontShader->set("fontTex", 1);
|
||||||
|
|
||||||
fontShader->set("charIndex", (int)c);
|
fontShader->set("charIndex", (int)c);
|
||||||
|
|
|
@ -1,162 +0,0 @@
|
||||||
#include "font.h"
|
|
||||||
#include "logger.h"
|
|
||||||
#include "panic.h"
|
|
||||||
#include "rendering/shader.h"
|
|
||||||
|
|
||||||
#include <GL/glew.h>
|
|
||||||
#include <GL/gl.h>
|
|
||||||
#include <glm/ext/matrix_clip_space.hpp>
|
|
||||||
#include <memory>
|
|
||||||
|
|
||||||
#include <ft2build.h>
|
|
||||||
#include FT_FREETYPE_H
|
|
||||||
|
|
||||||
// https://learnopengl.com/In-Practice/Text-Rendering
|
|
||||||
|
|
||||||
FT_Library freetype;
|
|
||||||
Shader* fontShader;
|
|
||||||
|
|
||||||
extern int viewportWidth, viewportHeight;
|
|
||||||
|
|
||||||
unsigned int textVAO, textVBO;
|
|
||||||
|
|
||||||
void fontInit() {
|
|
||||||
if (FT_Error err = FT_Init_FreeType(&freetype)) {
|
|
||||||
Logger::fatalErrorf("Failed to initialize Freetype: [%d]", err);
|
|
||||||
panic();
|
|
||||||
}
|
|
||||||
|
|
||||||
fontShader = new Shader("assets/shaders/font.vs", "assets/shaders/font.fs");
|
|
||||||
|
|
||||||
// Set up buffer
|
|
||||||
glGenVertexArrays(1, &textVAO);
|
|
||||||
glBindVertexArray(textVAO);
|
|
||||||
|
|
||||||
glGenBuffers(1, &textVBO);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, textVBO);
|
|
||||||
|
|
||||||
// Dynamic, because we update the vertices often V~~~~~~~~~~~~~~
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
|
|
||||||
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
||||||
glBindVertexArray(0);
|
|
||||||
}
|
|
||||||
|
|
||||||
void fontFinish() {
|
|
||||||
if (FT_Error err = FT_Done_FreeType(freetype)) {
|
|
||||||
Logger::fatalErrorf("Failed to free Freetype: [%d]", err);
|
|
||||||
panic();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
std::shared_ptr<Font> loadFont(std::string fontName) {
|
|
||||||
std::string fontPath = "assets/font/" + fontName;
|
|
||||||
|
|
||||||
FT_Face face;
|
|
||||||
if (FT_Error err = FT_New_Face(freetype, fontPath.c_str(), 0, &face)) {
|
|
||||||
Logger::fatalErrorf("Failed to create font '%s': [%d]", fontName.c_str(), err);
|
|
||||||
panic();
|
|
||||||
}
|
|
||||||
|
|
||||||
std::shared_ptr<Font> font = std::make_shared<Font>();
|
|
||||||
|
|
||||||
FT_Set_Pixel_Sizes(face, 0, 48);
|
|
||||||
|
|
||||||
// Load each glyph
|
|
||||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
||||||
for (unsigned char c = 0; c < 128; c++) {
|
|
||||||
// load character glyph
|
|
||||||
if (FT_Error err = FT_Load_Char(face, c, FT_LOAD_RENDER)) {
|
|
||||||
Logger::errorf("Failed to load glyph %d in font '%s': [%d]", c, fontName.c_str(), err);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Generate texture
|
|
||||||
unsigned int texture;
|
|
||||||
glGenTextures(1, &texture);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture);
|
|
||||||
glTexImage2D(
|
|
||||||
GL_TEXTURE_2D,
|
|
||||||
0,
|
|
||||||
GL_RED,
|
|
||||||
face->glyph->bitmap.width,
|
|
||||||
face->glyph->bitmap.rows,
|
|
||||||
0,
|
|
||||||
GL_RED,
|
|
||||||
GL_UNSIGNED_BYTE,
|
|
||||||
face->glyph->bitmap.buffer
|
|
||||||
);
|
|
||||||
// set texture options
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
// now store character for later use
|
|
||||||
Character character;
|
|
||||||
character.ID = texture;
|
|
||||||
character.size = glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows);
|
|
||||||
character.bearing = glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top);
|
|
||||||
character.advance = (unsigned int)face->glyph->advance.x;
|
|
||||||
font->characters[c] = character;
|
|
||||||
}
|
|
||||||
|
|
||||||
FT_Done_Face(face);
|
|
||||||
|
|
||||||
return font;
|
|
||||||
}
|
|
||||||
|
|
||||||
void drawText(std::shared_ptr<Font> font, std::string text, float x, float y, float scale, glm::vec3 color) {
|
|
||||||
// activate corresponding render state
|
|
||||||
glDisable(GL_CULL_FACE);
|
|
||||||
glDisable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
fontShader->use();
|
|
||||||
fontShader->set("textColor", color);
|
|
||||||
fontShader->set("text", 0);
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
|
|
||||||
glm::mat4 projection = glm::ortho(0.0f, (float)viewportWidth, 0.0f, (float)viewportHeight);
|
|
||||||
fontShader->set("projection", projection);
|
|
||||||
|
|
||||||
// This is not in the learnopengl guide but it is VERY important
|
|
||||||
// I'm surprised I missed it but honestly... not so much. I'm an idiot
|
|
||||||
glBindVertexArray(textVAO);
|
|
||||||
|
|
||||||
// iterate through all characters
|
|
||||||
for (size_t i = 0; i < text.size(); i++) {
|
|
||||||
unsigned char c = text[i];
|
|
||||||
Character ch = font->characters[c];
|
|
||||||
|
|
||||||
float xpos = x + ch.bearing.x * scale;
|
|
||||||
float ypos = y - (ch.size.y - ch.bearing.y) * scale;
|
|
||||||
|
|
||||||
float w = ch.size.x * scale;
|
|
||||||
float h = ch.size.y * scale;
|
|
||||||
// render glyph texture over quad
|
|
||||||
glBindTexture(GL_TEXTURE_2D, ch.ID);
|
|
||||||
|
|
||||||
float vertices[6][4] = {
|
|
||||||
{ xpos, ypos + h, 0.0f, 0.0f },
|
|
||||||
{ xpos, ypos, 0.0f, 1.0f },
|
|
||||||
{ xpos + w, ypos, 1.0f, 1.0f },
|
|
||||||
|
|
||||||
{ xpos, ypos + h, 0.0f, 0.0f },
|
|
||||||
{ xpos + w, ypos, 1.0f, 1.0f },
|
|
||||||
{ xpos + w, ypos + h, 1.0f, 0.0f }
|
|
||||||
};
|
|
||||||
// render glyph texture over quad
|
|
||||||
glBindTexture(GL_TEXTURE_2D, ch.ID);
|
|
||||||
// update content of VBO memory
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, textVBO);
|
|
||||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
||||||
// render quad
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
||||||
// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
|
|
||||||
x += (ch.advance >> 6) * scale; // bitshift by 6 to get value in pixels (2^6 = 64)
|
|
||||||
}
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
|
||||||
}
|
|
|
@ -1,23 +0,0 @@
|
||||||
#pragma once
|
|
||||||
|
|
||||||
#include <memory>
|
|
||||||
#include <string>
|
|
||||||
#include <glm/glm.hpp>
|
|
||||||
|
|
||||||
// https://learnopengl.com/In-Practice/Text-Rendering
|
|
||||||
|
|
||||||
struct Character {
|
|
||||||
unsigned int ID; // ID handle of the glyph texture
|
|
||||||
glm::ivec2 size; // Size of glyph
|
|
||||||
glm::ivec2 bearing; // Offset from baseline to left/top of glyph
|
|
||||||
unsigned int advance; // Offset to advance to next glyph
|
|
||||||
};
|
|
||||||
|
|
||||||
struct Font {
|
|
||||||
Character characters[128];
|
|
||||||
};
|
|
||||||
|
|
||||||
void fontInit();
|
|
||||||
void fontFinish();
|
|
||||||
std::shared_ptr<Font> loadFont(std::string fontName);
|
|
||||||
void drawText(std::shared_ptr<Font> font, std::string text, float x, float y, float scale=1.f, glm::vec3 color = glm::vec3(1,1,1));
|
|
|
@ -1,35 +0,0 @@
|
||||||
#include <GL/glew.h>
|
|
||||||
#include <GL/gl.h>
|
|
||||||
|
|
||||||
#include "mesh2d.h"
|
|
||||||
|
|
||||||
Mesh2D::Mesh2D(int vertexCount, float *vertices) : vertexCount(vertexCount) {
|
|
||||||
// Generate buffers
|
|
||||||
glGenBuffers(1, &VBO);
|
|
||||||
glGenVertexArrays(1, &VAO);
|
|
||||||
|
|
||||||
// Bind vertex data to VBO
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, vertexCount * (2 + 2) * sizeof(float), vertices, GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
// Bind vertex attributes to VAO
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
|
|
||||||
// Vertex coords
|
|
||||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, (2 + 2) * sizeof(float), (void*)(0 * sizeof(float)));
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
|
|
||||||
// Tex coords
|
|
||||||
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, (2 + 2) * sizeof(float), (void*)(2 * sizeof(float)));
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
}
|
|
||||||
|
|
||||||
Mesh2D::~Mesh2D() {
|
|
||||||
glDeleteBuffers(1, &VBO);
|
|
||||||
glDeleteVertexArrays(1, &VAO);
|
|
||||||
}
|
|
||||||
|
|
||||||
void Mesh2D::bind() {
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
}
|
|
|
@ -1,12 +0,0 @@
|
||||||
#pragma once
|
|
||||||
|
|
||||||
class Mesh2D {
|
|
||||||
unsigned int VBO, VAO;
|
|
||||||
|
|
||||||
public:
|
|
||||||
int vertexCount;
|
|
||||||
|
|
||||||
Mesh2D(int vertexCount, float* vertices);
|
|
||||||
~Mesh2D();
|
|
||||||
void bind();
|
|
||||||
};
|
|
|
@ -4,13 +4,11 @@
|
||||||
#include <cmath>
|
#include <cmath>
|
||||||
#include <cstdio>
|
#include <cstdio>
|
||||||
#include <glm/ext.hpp>
|
#include <glm/ext.hpp>
|
||||||
#include <glm/ext/matrix_clip_space.hpp>
|
|
||||||
#include <glm/ext/matrix_float4x4.hpp>
|
#include <glm/ext/matrix_float4x4.hpp>
|
||||||
#include <glm/ext/matrix_transform.hpp>
|
#include <glm/ext/matrix_transform.hpp>
|
||||||
#include <glm/ext/vector_float3.hpp>
|
#include <glm/ext/vector_float3.hpp>
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
#include <glm/gtc/quaternion.hpp>
|
#include <glm/gtc/quaternion.hpp>
|
||||||
#include <glm/matrix.hpp>
|
|
||||||
#include <glm/trigonometric.hpp>
|
#include <glm/trigonometric.hpp>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
#include <utility>
|
#include <utility>
|
||||||
|
@ -23,8 +21,6 @@
|
||||||
#include "math_helper.h"
|
#include "math_helper.h"
|
||||||
#include "objects/service/selection.h"
|
#include "objects/service/selection.h"
|
||||||
#include "partassembly.h"
|
#include "partassembly.h"
|
||||||
#include "rendering/font.h"
|
|
||||||
#include "rendering/mesh2d.h"
|
|
||||||
#include "rendering/texture.h"
|
#include "rendering/texture.h"
|
||||||
#include "rendering/torus.h"
|
#include "rendering/torus.h"
|
||||||
#include "shader.h"
|
#include "shader.h"
|
||||||
|
@ -47,15 +43,11 @@ Shader* identityShader = NULL;
|
||||||
Shader* ghostShader = NULL;
|
Shader* ghostShader = NULL;
|
||||||
Shader* wireframeShader = NULL;
|
Shader* wireframeShader = NULL;
|
||||||
Shader* outlineShader = NULL;
|
Shader* outlineShader = NULL;
|
||||||
Shader* debugFontShader = NULL;
|
Shader* fontShader = NULL;
|
||||||
Shader* generic2dShader = NULL;
|
|
||||||
extern Camera camera;
|
extern Camera camera;
|
||||||
Skybox* skyboxTexture = NULL;
|
Skybox* skyboxTexture = NULL;
|
||||||
Texture3D* studsTexture = NULL;
|
Texture3D* studsTexture = NULL;
|
||||||
Texture* debugFontTexture = NULL;
|
Texture* fontTexture = NULL;
|
||||||
Mesh2D* rect2DMesh = NULL;
|
|
||||||
|
|
||||||
std::shared_ptr<Font> sansSerif;
|
|
||||||
|
|
||||||
bool debugRendererEnabled = false;
|
bool debugRendererEnabled = false;
|
||||||
bool wireframeRendering = false;
|
bool wireframeRendering = false;
|
||||||
|
@ -63,7 +55,6 @@ bool wireframeRendering = false;
|
||||||
int viewportWidth, viewportHeight;
|
int viewportWidth, viewportHeight;
|
||||||
|
|
||||||
void renderDebugInfo();
|
void renderDebugInfo();
|
||||||
void drawRect(int x, int y, int width, int height, glm::vec3 color);
|
|
||||||
|
|
||||||
void renderInit(GLFWwindow* window, int width, int height) {
|
void renderInit(GLFWwindow* window, int width, int height) {
|
||||||
viewportWidth = width, viewportHeight = height;
|
viewportWidth = width, viewportHeight = height;
|
||||||
|
@ -77,7 +68,7 @@ void renderInit(GLFWwindow* window, int width, int height) {
|
||||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
debugFontTexture = new Texture("assets/textures/debugfnt.bmp", GL_RGB);
|
fontTexture = new Texture("assets/textures/debugfnt.bmp", GL_RGB);
|
||||||
|
|
||||||
skyboxTexture = new Skybox({
|
skyboxTexture = new Skybox({
|
||||||
"assets/textures/skybox/null_plainsky512_lf.jpg",
|
"assets/textures/skybox/null_plainsky512_lf.jpg",
|
||||||
|
@ -98,25 +89,7 @@ void renderInit(GLFWwindow* window, int width, int height) {
|
||||||
ghostShader = new Shader("assets/shaders/ghost.vs", "assets/shaders/ghost.fs");
|
ghostShader = new Shader("assets/shaders/ghost.vs", "assets/shaders/ghost.fs");
|
||||||
wireframeShader = new Shader("assets/shaders/wireframe.vs", "assets/shaders/wireframe.fs");
|
wireframeShader = new Shader("assets/shaders/wireframe.vs", "assets/shaders/wireframe.fs");
|
||||||
outlineShader = new Shader("assets/shaders/outline.vs", "assets/shaders/outline.fs");
|
outlineShader = new Shader("assets/shaders/outline.vs", "assets/shaders/outline.fs");
|
||||||
debugFontShader = new Shader("assets/shaders/debug/debugfont.vs", "assets/shaders/debug/debugfont.fs");
|
fontShader = new Shader("assets/shaders/font.vs", "assets/shaders/font.fs");
|
||||||
generic2dShader = new Shader("assets/shaders/generic2d.vs", "assets/shaders/generic2d.fs");
|
|
||||||
|
|
||||||
// Create mesh for 2d rectangle
|
|
||||||
float rectVerts[] = {
|
|
||||||
0.0, 0.0, 0.0, 0.0,
|
|
||||||
1.0, 0.0, 1.0, 0.0,
|
|
||||||
1.0, 1.0, 1.0, 1.0,
|
|
||||||
|
|
||||||
1.0, 1.0, 1.0, 1.0,
|
|
||||||
0.0, 1.0, 0.0, 1.0,
|
|
||||||
0.0, 0.0, 0.0, 0.0,
|
|
||||||
};
|
|
||||||
|
|
||||||
rect2DMesh = new Mesh2D(6, rectVerts);
|
|
||||||
|
|
||||||
// Initialize fonts
|
|
||||||
fontInit();
|
|
||||||
sansSerif = loadFont("LiberationSans-Regular.ttf");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void renderParts() {
|
void renderParts() {
|
||||||
|
@ -357,15 +330,28 @@ void renderHandles() {
|
||||||
}
|
}
|
||||||
|
|
||||||
// 2d square overlay
|
// 2d square overlay
|
||||||
|
glDisable(GL_CULL_FACE);
|
||||||
|
|
||||||
|
identityShader->use();
|
||||||
|
identityShader->set("aColor", glm::vec4(0.f, 1.f, 1.f, 1.f));
|
||||||
|
|
||||||
for (auto face : HandleFace::Faces) {
|
for (auto face : HandleFace::Faces) {
|
||||||
CFrame cframe = getHandleCFrame(face);
|
CFrame cframe = getHandleCFrame(face);
|
||||||
|
|
||||||
glm::vec4 screenPos = projection * view * glm::vec4((glm::vec3)cframe.Position(), 1.0f);
|
glm::vec4 screenPos = projection * view * glm::vec4((glm::vec3)cframe.Position(), 1.0f);
|
||||||
screenPos /= screenPos.w;
|
|
||||||
screenPos += 1; screenPos /= 2; screenPos.y = 1 - screenPos.y; screenPos *= glm::vec4(glm::vec2(viewportWidth, viewportHeight), 1, 1);
|
if (screenPos.z < 0) continue;
|
||||||
printVec((glm::vec3)screenPos);
|
glm::vec3 ndcCoords = screenPos / screenPos.w;
|
||||||
|
|
||||||
drawRect(screenPos.x - 3, screenPos.y - 3, 6, 6, glm::vec3(0, 1, 1));
|
float rad = 5;
|
||||||
|
float xRad = rad * 1/viewportWidth;
|
||||||
|
float yRad = rad * 1/viewportHeight;
|
||||||
|
|
||||||
|
glBegin(GL_QUADS);
|
||||||
|
glVertex3f(ndcCoords.x - xRad, ndcCoords.y - yRad, 0);
|
||||||
|
glVertex3f(ndcCoords.x + xRad, ndcCoords.y - yRad, 0);
|
||||||
|
glVertex3f(ndcCoords.x + xRad, ndcCoords.y + yRad, 0);
|
||||||
|
glVertex3f(ndcCoords.x - xRad, ndcCoords.y + yRad, 0);
|
||||||
|
glEnd();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -671,27 +657,9 @@ void render(GLFWwindow* window) {
|
||||||
renderDebugInfo();
|
renderDebugInfo();
|
||||||
// TODO: Make this a debug flag
|
// TODO: Make this a debug flag
|
||||||
// renderAABB();
|
// renderAABB();
|
||||||
|
|
||||||
drawText(sansSerif, "Hi", 0, 0, 1);
|
|
||||||
renderTime = tu_clock_micros() - startTime;
|
renderTime = tu_clock_micros() - startTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
void drawRect(int x, int y, int width, int height, glm::vec3 color) {
|
|
||||||
// GL_CULL_FACE has to be disabled as we are flipping the order of the vertices here, besides we don't really care about it
|
|
||||||
glDisable(GL_CULL_FACE);
|
|
||||||
glm::mat4 model(1.0f); // Same applies to this VV
|
|
||||||
// Make sure to cast these to floats, as mat4<i> is a different type that is not compatible
|
|
||||||
glm::mat4 proj = glm::ortho(0.f, (float)viewportWidth, (float)viewportHeight, 0.f, -1.f, 1.f);
|
|
||||||
model = glm::translate(model, glm::vec3(x, y, 0.0f));
|
|
||||||
model = glm::scale(model, glm::vec3(width, height, 1.0f));
|
|
||||||
generic2dShader->use();
|
|
||||||
generic2dShader->set("aColor", color);
|
|
||||||
generic2dShader->set("projection", proj);
|
|
||||||
generic2dShader->set("model", model);
|
|
||||||
rect2DMesh->bind();
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, rect2DMesh->vertexCount);
|
|
||||||
}
|
|
||||||
|
|
||||||
void setViewport(int width, int height) {
|
void setViewport(int width, int height) {
|
||||||
viewportWidth = width, viewportHeight = height;
|
viewportWidth = width, viewportHeight = height;
|
||||||
}
|
}
|
||||||
|
|
3
deps.txt
3
deps.txt
|
@ -8,5 +8,4 @@ qt6
|
||||||
reactphysics3d
|
reactphysics3d
|
||||||
pugixml
|
pugixml
|
||||||
luajit
|
luajit
|
||||||
qscintilla
|
qscintilla
|
||||||
freetype2
|
|
Loading…
Add table
Reference in a new issue