Implement glyph rendering in painter

This commit is contained in:
Nikita Lisitsa 2021-02-25 14:17:24 +03:00
parent 867deddd87
commit b9dd6c78a3
3 changed files with 165 additions and 35 deletions

View file

@ -10,6 +10,7 @@ namespace psemek::ui
struct painter
{
virtual void draw_rect(geom::box<float, 2> const & rect, gfx::color_rgba const & color) = 0;
virtual void draw_glyph(font const & f, char32_t c, geom::box<float, 2> const & rect, gfx::color_rgba const & color) = 0;
virtual ~painter() {}
};

View file

@ -16,6 +16,7 @@ namespace psemek::ui
~painter_impl();
void draw_rect(geom::box<float, 2> const & rect, gfx::color_rgba const & color) override;
void draw_glyph(font const & f, char32_t c, geom::box<float, 2> const & rect, gfx::color_rgba const & color) override;
void render(geom::matrix<float, 4, 4> const & transform);

View file

@ -1,8 +1,11 @@
#include <psemek/ui/painter_impl.hpp>
#include <psemek/gfx/program.hpp>
#include <psemek/gfx/array.hpp>
#include <psemek/gfx/buffer.hpp>
#include <psemek/gfx/mesh.hpp>
#include <psemek/util/overload.hpp>
#include <variant>
namespace psemek::ui
{
@ -13,7 +16,7 @@ R"(#version 330
uniform mat4 u_transform;
layout (location = 0) in vec2 in_position;
layout (location = 1) in uint in_depth;
layout (location = 1) in float in_depth;
layout (location = 2) in vec4 in_color;
out vec4 color;
@ -38,6 +41,46 @@ void main()
}
)";
static char const textured_vs[] =
R"(#version 330
uniform mat4 u_transform;
uniform vec2 u_texture_size;
layout (location = 0) in vec2 in_position;
layout (location = 1) in float in_depth;
layout (location = 2) in vec4 in_color;
layout (location = 3) in vec2 in_texcoord;
out vec4 color;
out vec2 texcoord;
void main()
{
gl_Position = u_transform * vec4(in_position, 1.0 - float(in_depth) / 16777216.0 * 2.0, 1.0);
color = in_color;
texcoord = in_texcoord / u_texture_size;
}
)";
static char const textured_fs[] =
R"(#version 330
uniform sampler2D u_texture;
in vec2 texcoord;
in vec4 color;
out vec4 out_color;
void main()
{
out_color = texture(u_texture, texcoord) * color;
}
)";
struct colored_vertex
{
geom::point<float, 2> position;
@ -46,33 +89,75 @@ void main()
};
static_assert(sizeof(colored_vertex) == 16);
struct colored_batch
{
std::vector<colored_vertex> vertices;
std::vector<std::uint32_t> indices;
};
bool operator == (colored_batch const &, colored_batch const &)
{
return true;
}
struct textured_vertex
{
geom::point<float, 2> position;
std::uint32_t depth;
gfx::color_rgba color;
geom::vector<std::uint16_t, 2> texcoords;
};
static_assert(sizeof(textured_vertex) == 20);
struct textured_batch
{
gfx::texture_2d const * texture = nullptr;
std::vector<textured_vertex> vertices{};
std::vector<std::uint32_t> indices{};
};
bool operator == (textured_batch const & b1, textured_batch const & b2)
{
return b1.texture == b2.texture;
}
struct painter_impl::impl
{
std::uint32_t depth = 0;
gfx::program colored_program;
gfx::array colored_vao;
gfx::buffer colored_vbo;
gfx::buffer colored_ebo;
gfx::mesh colored_mesh;
std::vector<colored_vertex> colored_vertices;
std::vector<std::uint32_t> colored_indices;
gfx::program textured_program;
gfx::mesh textured_mesh;
std::vector<std::variant<colored_batch, textured_batch>> batches;
template <typename Batch>
Batch & batch(Batch && n)
{
if (!batches.empty())
{
auto b = std::get_if<Batch>(&batches.back());
if (b && *b == n) return *b;
}
batches.push_back(std::move(n));
return std::get<Batch>(batches.back());
}
impl();
};
painter_impl::impl::impl()
: colored_program{colored_vs, colored_fs}
, textured_program{textured_vs, textured_fs}
{
colored_vao.bind();
colored_vbo.bind();
gl::EnableVertexAttribArray(0);
gl::VertexAttribPointer(0, 2, gl::FLOAT, gl::FALSE, sizeof(colored_vertex), reinterpret_cast<void const *>(0));
gl::EnableVertexAttribArray(1);
gl::VertexAttribIPointer(1, 1, gl::UNSIGNED_INT, sizeof(colored_vertex), reinterpret_cast<void const *>(8));
gl::EnableVertexAttribArray(2);
gl::VertexAttribPointer(2, 4, gl::UNSIGNED_BYTE, gl::TRUE, sizeof(colored_vertex), reinterpret_cast<void const *>(12));
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, colored_ebo.id());
textured_program.bind();
textured_program["u_texture"] = 0;
colored_mesh.setup<geom::point<float, 2>, std::uint32_t, gfx::normalized<gfx::color_rgba>>();
textured_mesh.setup<geom::point<float, 2>, std::uint32_t, gfx::normalized<gfx::color_rgba>, geom::vector<std::uint16_t, 2>>();
}
painter_impl::painter_impl()
@ -83,33 +168,76 @@ void main()
void painter_impl::draw_rect(geom::box<float, 2> const & rect, gfx::color_rgba const & color)
{
auto & batch = impl().batch<colored_batch>({});
std::uint32_t const depth = impl().depth++;
std::uint32_t const base = impl().colored_vertices.size();
std::uint32_t const base = batch.vertices.size();
impl().colored_vertices.push_back({rect.corner(0.f, 0.f), depth, color});
impl().colored_vertices.push_back({rect.corner(1.f, 0.f), depth, color});
impl().colored_vertices.push_back({rect.corner(0.f, 1.f), depth, color});
impl().colored_vertices.push_back({rect.corner(1.f, 1.f), depth, color});
batch.vertices.push_back({rect.corner(0.f, 0.f), depth, color});
batch.vertices.push_back({rect.corner(1.f, 0.f), depth, color});
batch.vertices.push_back({rect.corner(0.f, 1.f), depth, color});
batch.vertices.push_back({rect.corner(1.f, 1.f), depth, color});
impl().colored_indices.insert(impl().colored_indices.end(), {base + 0, base + 1, base + 2, base + 2, base + 1, base + 3});
batch.indices.insert(batch.indices.end(), {base + 0, base + 1, base + 2, base + 2, base + 1, base + 3});
}
void painter_impl::draw_glyph(font const & f, char32_t c, geom::box<float, 2> const & rect, gfx::color_rgba const & color)
{
auto tbox = f.texcoords(c);
if (!tbox) return;
auto size = f.atlas().size();
auto const tc = [&](float x, float y)
{
auto t = tbox->corner(x, y);
geom::vector<std::uint16_t, 2> r;
r[0] = geom::clamp(t[0], {0, size[0]});
r[1] = geom::clamp(t[1], {0, size[1]});
return r;
};
auto & batch = impl().batch<textured_batch>(textured_batch{&f.atlas()});
std::uint32_t const depth = impl().depth++;
std::uint32_t const base = batch.vertices.size();
batch.vertices.push_back({rect.corner(0.f, 0.f), depth, color, tc(0.f, 0.f)});
batch.vertices.push_back({rect.corner(1.f, 0.f), depth, color, tc(1.f, 0.f)});
batch.vertices.push_back({rect.corner(0.f, 1.f), depth, color, tc(0.f, 1.f)});
batch.vertices.push_back({rect.corner(1.f, 1.f), depth, color, tc(1.f, 1.f)});
batch.indices.insert(batch.indices.end(), {base + 0, base + 1, base + 2, base + 2, base + 1, base + 3});
}
void painter_impl::render(geom::matrix<float, 4, 4> const & transform)
{
impl().colored_vbo.load(impl().colored_vertices);
impl().colored_ebo.load(impl().colored_indices);
int const colored_count = impl().colored_indices.size();
impl().colored_vertices.clear();
impl().colored_indices.clear();
impl().depth = 0;
impl().colored_program.bind();
impl().colored_program["u_transform"] = transform;
impl().colored_vao.bind();
gl::DrawElements(gl::TRIANGLES, colored_count, gl::UNSIGNED_INT, nullptr);
impl().textured_program.bind();
impl().textured_program["u_transform"] = transform;
gl::ActiveTexture(gl::TEXTURE0);
auto batch_visitor = util::overload([&](colored_batch const & b){
impl().colored_program.bind();
impl().colored_mesh.load(b.vertices, b.indices, gl::TRIANGLES);
impl().colored_mesh.draw();
},
[&](textured_batch const & b){
if (!b.texture) return;
impl().textured_program.bind();
impl().textured_program["u_texture_size"] = geom::cast<float>(b.texture->size());
b.texture->bind();
impl().textured_mesh.load(b.vertices, b.indices, gl::TRIANGLES);
impl().textured_mesh.draw();
});
for (auto const & b : impl().batches)
std::visit(batch_visitor, b);
impl().depth = 0;
impl().batches.clear();
}
}