Implement texture rendering in gfx::painter

This commit is contained in:
Nikita Lisitsa 2020-10-16 07:44:13 +03:00
parent fb9dceea5e
commit 77125540e6
2 changed files with 87 additions and 1 deletions

View file

@ -1,6 +1,7 @@
#pragma once
#include <psemek/gfx/color.hpp>
#include <psemek/gfx/texture.hpp>
#include <psemek/geom/vector.hpp>
#include <psemek/geom/point.hpp>
#include <psemek/geom/matrix.hpp>
@ -57,6 +58,8 @@ namespace psemek::gfx
geom::vector<float, 2> text_size(std::string_view str, font f = font::font_9x12, float scale = 1.f);
void text(geom::point<float, 2> const & p, std::string_view str, text_options const & opts);
void texture(texture_2d const & texture, geom::box<float, 2> const & box);
// 3D
void axes(geom::point<float, 3> const & p, float length, float width);
void sphere(geom::point<float, 3> const & p, float radius, color const & c, int quality = 6);

View file

@ -74,6 +74,38 @@ void main()
}
)";
static const char texture_vertex_source[] =
R"(#version 330
uniform mat4 u_transform;
layout (location = 0) in vec4 in_position;
layout (location = 1) in vec2 in_texcoord;
out vec2 texcoord;
void main()
{
gl_Position = u_transform * in_position;
texcoord = in_texcoord;
}
)";
static const char texture_fragment_source[] =
R"(#version 330
uniform sampler2D u_texture;
in vec2 texcoord;
out vec4 out_color;
void main()
{
out_color = texture(u_texture, texcoord);
}
)";
namespace psemek::gfx
{
@ -92,10 +124,18 @@ namespace psemek::gfx
geom::point<std::uint16_t, 2> texcoord;
};
struct texture_vertex
{
geom::point<float, 3> position;
geom::point<std::uint16_t, 2> texcoord;
};
gfx::program program{vertex_source, fragment_source};
gfx::program text_program{text_vertex_source, text_fragment_source};
gfx::program texture_program{texture_vertex_source, texture_fragment_source};
gfx::mesh mesh;
gfx::mesh text_mesh;
gfx::mesh texture_mesh;
std::vector<vertex> vertices;
std::vector<std::uint32_t> indices;
@ -103,12 +143,22 @@ namespace psemek::gfx
std::vector<text_vertex> text_vertices;
std::vector<std::uint32_t> text_indices;
gfx::texture_2d font_texture;
struct texture_render_data
{
std::vector<texture_vertex> vertices;
std::vector<std::uint32_t> indices;
texture_2d const * texture;
};
std::vector<texture_render_data> textures;
texture_2d font_texture;
impl()
{
mesh.setup<geom::vector<float, 3>, gfx::normalized<color_rgba>>();
text_mesh.setup<geom::point<float, 3>, gfx::normalized<color_rgba>, geom::point<std::uint16_t, 2>>();
texture_mesh.setup<geom::point<float, 3>, gfx::normalized<geom::point<std::uint16_t, 2>>>();
util::memory_istream font_data(resource::font_9x12);
font_texture.load(gfx::read_pbm(font_data));
@ -231,6 +281,24 @@ namespace psemek::gfx
text3d(geom::point{p[0], p[1], 0.f}, str, opts, geom::matrix<float, 3, 3>::identity());
}
void painter::texture(gfx::texture_2d const & texture, geom::box<float, 2> const & box)
{
impl::texture_render_data data;
data.texture = &texture;
data.indices = {0, 1, 2, 2, 1, 3};
std::uint16_t lo = 0;
std::uint16_t hi = 65535;
data.vertices.push_back({{box[0].min, box[1].min, 0.f}, {lo, lo}});
data.vertices.push_back({{box[0].max, box[1].min, 0.f}, {hi, lo}});
data.vertices.push_back({{box[0].min, box[1].max, 0.f}, {lo, hi}});
data.vertices.push_back({{box[0].max, box[1].max, 0.f}, {hi, hi}});
impl().textures.push_back(data);
}
void painter::axes(geom::point<float, 3> const & p, float length, float width)
{
geom::vector<float, 3> const d[3]
@ -450,6 +518,10 @@ namespace psemek::gfx
void painter::render(geom::matrix<float, 4, 4> const & transform)
{
gl::ActiveTexture(gl::TEXTURE0);
gl::Disable(gl::CULL_FACE);
impl().mesh.load(impl().vertices, impl().indices, gl::TRIANGLES, gl::STREAM_DRAW);
impl().vertices.clear();
impl().indices.clear();
@ -468,6 +540,17 @@ namespace psemek::gfx
impl().text_program["u_texture_size"] = impl().font_texture.size();
impl().font_texture.bind();
impl().text_mesh.draw();
impl().texture_program.bind();
impl().texture_program["u_transform"] = transform;
impl().texture_program["u_texture"] = 0;
for (auto const & data : impl().textures)
{
impl().texture_mesh.load(data.vertices, data.indices, gl::TRIANGLES, gl::STREAM_DRAW);
data.texture->bind();
impl().texture_mesh.draw();
}
impl().textures.clear();
}
}