Unify text shader handling
This commit is contained in:
@@ -62,7 +62,6 @@ namespace OpenVulkano
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texts.push_back(std::make_pair("\u0410\u0411\u0412\u041F", TextConfig()));
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texts.push_back(std::make_pair("Unsupported glyphs \u1E30\u1E31 are coming", TextConfig()));
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texts.push_back(std::make_pair("This is first line\nSecond gg line\nThird G line", TextConfig()));
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texts[0].second.applyBorder = true;
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texts[1].second.backgroundColor.a = 1;
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const int N = texts.size();
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@@ -99,31 +98,26 @@ namespace OpenVulkano
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if (i < texts.size())
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{
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t = new TextDrawable(m_atlasGenerator.GetAtlasData(), texts[textIdx].second);
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t->SetShader(&TextDrawable::GetSdfDefaultShader());
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}
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else
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{
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t = new TextDrawable(m_msdfAtlasGenerator.GetAtlasData(), texts[textIdx].second);
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t->SetShader(&TextDrawable::GetMsdfDefaultShader());
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}
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#else
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int xOffset = 0;
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if (i < N)
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{
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t = new TextDrawable(sdfMetadataInfo, texts[textIdx].second);
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t->SetShader(&TextDrawable::GetSdfDefaultShader());
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xOffset = -5;
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}
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else if (i >= N && i < N * 2)
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{
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t = new TextDrawable(msdfMetadataInfo, texts[textIdx].second);
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t->SetShader(&TextDrawable::GetMsdfDefaultShader());
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xOffset = 15;
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}
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else
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{
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t = new TextDrawable(bitmapMetadataInfo, texts[textIdx].second);
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t->SetShader(&TextDrawable::GetBitmapDefaultShader());
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xOffset = 35;
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}
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// OR use separate texture + metadata file
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@@ -38,11 +38,11 @@ namespace OpenVulkano::Scene
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shader.cullMode = CullMode::NONE;
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return shader;
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}
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}
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Shader TextDrawable::DEFAULT_SHADER_BITMAP = MakeDefaultShader(FontAtlasType::BITMAP);
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Shader TextDrawable::DEFAULT_SHADER_SDF = MakeDefaultShader(FontAtlasType::SDF);
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Shader TextDrawable::DEFAULT_SHADER_MSDF = MakeDefaultShader(FontAtlasType::MSDF);
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Shader DEFAULT_SHADER_BITMAP = MakeDefaultShader(FontAtlasType::BITMAP);
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Shader DEFAULT_SHADER_SDF = MakeDefaultShader(FontAtlasType::SDF);
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Shader DEFAULT_SHADER_MSDF = MakeDefaultShader(FontAtlasType::MSDF);
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}
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TextDrawable::TextDrawable(const TextConfig& config) : m_cfg(config)
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{
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@@ -215,7 +215,17 @@ namespace OpenVulkano::Scene
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++i;
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}
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m_bbox.Init(bmin, bmax);
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SimpleDrawable::Init(nullptr, &m_geometry, &m_material, &m_uniBuffer);
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Shader* shader = nullptr;
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switch (m_atlasData->meta.atlasType)
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{
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case FontAtlasType::SDF: shader = &DEFAULT_SHADER_SDF; break;
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case FontAtlasType::MSDF: shader = &DEFAULT_SHADER_MSDF; break;
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default: Logger::RENDER->warn("No default shader for atlas type: {}", m_atlasData->meta.atlasType.GetName());
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case FontAtlasType::BITMAP: shader = &DEFAULT_SHADER_BITMAP; break;
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}
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SimpleDrawable::Init(shader, &m_geometry, &m_material, &m_uniBuffer);
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}
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void TextDrawable::SetAtlasData(const std::shared_ptr<AtlasData>& atlasData)
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@@ -21,19 +21,13 @@ namespace OpenVulkano::Scene
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struct TextConfig
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{
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Math::Vector4f textColor = { 1, 1, 1, 1 };
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Math::Vector4f borderColor = { 1, 0, 0, 1 };
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Math::Vector4f backgroundColor = { 0, 1, 0, 0 };
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float threshold = 0.4f;
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float borderSize = 0.05f;
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float smoothing = 1.f/32.f;
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uint32_t applyBorder = false;
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//bool sdfMultiChannel = false;
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};
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class TextDrawable : public SimpleDrawable
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{
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static Shader DEFAULT_SHADER_BITMAP, DEFAULT_SHADER_SDF, DEFAULT_SHADER_MSDF;
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Geometry m_geometry;
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Material m_material;
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UniformBuffer m_uniBuffer;
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@@ -45,9 +39,6 @@ namespace OpenVulkano::Scene
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uint32_t GetFallbackGlyph() const;
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public:
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[[nodiscard]] static Shader& GetSdfDefaultShader() { return DEFAULT_SHADER_SDF; }
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[[nodiscard]] static Shader& GetMsdfDefaultShader() { return DEFAULT_SHADER_MSDF; }
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[[nodiscard]] static Shader& GetBitmapDefaultShader() { return DEFAULT_SHADER_BITMAP; }
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TextDrawable(const TextConfig& config = TextConfig());
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TextDrawable(const Array<char>& atlasMetadata, const TextConfig& config = TextConfig());
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TextDrawable(const std::string& atlasMetadataFile, const TextConfig& config = TextConfig());
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@@ -9,12 +9,9 @@ layout(set = 2, binding = 0) uniform sampler2D texSampler;
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layout(set = 3, binding = 0) uniform TextConfig
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{
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vec4 textColor;
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vec4 borderColor;
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vec4 backgroundColor;
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float threshold;
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float borderSize;
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float smoothing;
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bool applyBorder;
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} textConfig;
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float median(float r, float g, float b) {
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@@ -9,28 +9,16 @@ layout(set = 2, binding = 0) uniform sampler2D texSampler;
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layout(set = 3, binding = 0) uniform TextConfig
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{
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vec4 textColor;
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vec4 borderColor;
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vec4 backgroundColor;
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float threshold;
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float borderSize;
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float smoothing;
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bool applyBorder;
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} textConfig;
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void main()
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{
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float distance = texture(texSampler, texCoord).r;
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float alpha = smoothstep(textConfig.threshold - textConfig.smoothing, textConfig.threshold + textConfig.smoothing, distance);
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if (textConfig.applyBorder)
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{
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float border = smoothstep(textConfig.threshold + textConfig.borderSize - textConfig.smoothing,
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textConfig.threshold + textConfig.borderSize + textConfig.smoothing, distance);
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outColor = mix(textConfig.borderColor, textConfig.textColor, border) * alpha;
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}
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else
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{
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outColor = vec4(textConfig.textColor) * alpha;
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}
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if (textConfig.backgroundColor.a != 0)
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{
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32
openVulkanoCpp/Shader/sdfTextWithBorder.frag
Normal file
32
openVulkanoCpp/Shader/sdfTextWithBorder.frag
Normal file
@@ -0,0 +1,32 @@
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#version 450
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layout(location = 1) in vec2 texCoord;
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layout(location = 0) out vec4 outColor;
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layout(set = 2, binding = 0) uniform sampler2D texSampler;
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layout(set = 3, binding = 0) uniform TextConfig
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{
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vec4 textColor;
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vec4 borderColor;
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vec4 backgroundColor;
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float threshold;
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float borderSize;
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float smoothing;
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} textConfig;
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void main()
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{
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float distance = texture(texSampler, texCoord).r;
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float alpha = smoothstep(textConfig.threshold - textConfig.smoothing, textConfig.threshold + textConfig.smoothing, distance);
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float border = smoothstep(textConfig.threshold + textConfig.borderSize - textConfig.smoothing,
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textConfig.threshold + textConfig.borderSize + textConfig.smoothing, distance);
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outColor = mix(textConfig.borderColor, textConfig.textColor, border) * alpha;
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if (textConfig.backgroundColor.a != 0)
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{
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outColor = mix(textConfig.backgroundColor, outColor, alpha);
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}
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}
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@@ -1,6 +1,6 @@
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#version 450
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layout(location = 0) in vec4 color;
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//layout(location = 0) in vec4 color;
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layout(location = 1) in vec2 texCoord;
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layout(location = 0) out vec4 outColor;
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@@ -10,12 +10,9 @@ layout(set = 2, binding = 0) uniform sampler2D texSampler;
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layout(set = 3, binding = 0) uniform TextConfig
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{
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vec4 textColor;
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vec4 borderColor;
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vec4 backgroundColor;
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float threshold;
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float borderSize;
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float smoothing;
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bool applyBorder;
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} textConfig;
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void main()
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