implement label drawable

This commit is contained in:
ohyzha
2024-08-22 13:29:18 +03:00
parent f7f4897aff
commit a2923966fa
7 changed files with 682 additions and 1 deletions

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@@ -0,0 +1,257 @@
/*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
#include "LabelDrawable.hpp"
#include "Scene/TextDrawable.hpp"
#include "Scene/DrawEncoder.hpp"
#include "Scene/IFontAtlasGenerator.hpp"
#include "Base/Logger.hpp"
#include <optional>
namespace OpenVulkano::Scene
{
using namespace Math;
LabelDrawable::LabelDrawable(const LabelDrawableSettings& settings, bool isBillboard)
: Drawable(DrawEncoder::GetDrawEncoder<LabelDrawable>(), DrawPhase::MAIN)
{
m_isBillboard = isBillboard;
SetLabelSettings(settings);
SetupShaders();
SetupBuffers();
m_backgroundGeometry.SetFreeAfterUpload(false);
}
void LabelDrawable::SetLabelSettings(const LabelDrawableSettings& settings)
{
m_settings = settings;
m_labelData.hasRoundedCorners = settings.hasRoundedCorners;
m_labelData.hasArrow = settings.hasArrow;
m_labelData.cornerRadius = settings.cornerRadius;
m_labelData.arrowLength = settings.arrowLength;
}
void LabelDrawable::AddText(TextDrawable* td, const std::string& text)
{
if (!td || text.empty())
{
return;
}
if (!td->GetShader())
{
Logger::RENDER->error("Text drawable shader is null, cannot add text to label drawable\n");
return;
}
TextDrawable& textDrawable = m_texts.emplace_back(td->GetConfig());
// do not render glyph's background
textDrawable.GetConfig().backgroundColor.a = 0;
if (m_isBillboard)
{
textDrawable.SetShader(GetBillboardTextShader(td->GetShader()));
}
else
{
textDrawable.SetShader(td->GetShader());
}
double lineHeight;
if (textDrawable.GetFontAtlasGenerator())
{
textDrawable.SetFontAtlasGenerator(td->GetFontAtlasGenerator());
lineHeight = td->GetFontAtlasGenerator()->GetAtlasMetadata().lineHeight;
}
else
{
textDrawable.SetAtlasData(td->GetAtlasData());
lineHeight = td->GetAtlasData()->meta.lineHeight;
}
textDrawable.GenerateText(text, m_position);
RecalculateBbox(textDrawable.GetBoundingBox());
// update position for next text entry
m_position.y = m_bbox.GetMin().y - lineHeight;
if (!m_settings.hasArrow)
{
if (m_backgroundGeometry.vertexCount != 4)
{
m_backgroundGeometry.Init(4, 6);
uint32_t indices[6] = { 0, 1, 2, 0, 2, 3 };
m_backgroundGeometry.SetIndices(indices, 6);
}
}
else
{
if (m_backgroundGeometry.vertexCount != 7)
{
m_backgroundGeometry.Init(7, 9);
uint32_t indices[9] = { 0, 1, 2, 0, 2, 3, 4, 5, 6 };
m_backgroundGeometry.SetIndices(indices, 9);
}
}
const auto& min = m_bbox.GetMin();
const auto& max = m_bbox.GetMax();
Vertex v, v2, v3, v4;
v.color = v2.color = v3.color = v4.color = m_settings.backgroundColor;
const float offset = 0.001;
v.position = Vector3f(min.x - m_settings.horizontalOffset, min.y - m_settings.verticalOffset, min.z - offset);
v2.position = Vector3f(max.x + m_settings.horizontalOffset, min.y - m_settings.verticalOffset, min.z - offset);
v3.position = Vector3f(max.x + m_settings.horizontalOffset, max.y + m_settings.verticalOffset, min.z - offset);
v4.position = Vector3f(min.x - m_settings.horizontalOffset, max.y + m_settings.verticalOffset, min.z - offset);
if (!m_settings.hasArrow)
{
v.textureCoordinates = Vector3f(0, 0, 0);
v2.textureCoordinates = Vector3f(1, 0, 0);
v3.textureCoordinates = Vector3f(1, 1, 0);
v4.textureCoordinates = Vector3f(0, 1, 0);
}
else
{
const float w = v2.position.x - v.position.x;
const float h = v3.position.y - v2.position.y + m_settings.arrowLength;
v.textureCoordinates = Vector3f(0, v.position.y / h, 0);
v2.textureCoordinates = Vector3f(1, v2.position.y / h, 0);
v3.textureCoordinates = Vector3f(1, 1, 0);
v4.textureCoordinates = Vector3f(0, 1, 0);
// arrow vertices
Vertex a, b, c;
a.position = Vector3f(v.position.x + w / 3, v.position.y, v.position.z);
b.position = Vector3f(v.position.x + w / 2, v.position.y - m_settings.arrowLength, v.position.z);
c.position = Vector3f(v2.position.x - w / 3, v.position.y, v.position.z);
a.color = b.color = c.color = m_settings.backgroundColor;
a.textureCoordinates = Vector3f(a.position.x / w, a.position.y / h, 0);
b.textureCoordinates = Vector3f(b.position.x / w, 0, 0);
c.textureCoordinates = Vector3f(c.position.x / w, c.position.y / h, 0);
m_backgroundGeometry.vertices[4] = a;
m_backgroundGeometry.vertices[5] = b;
m_backgroundGeometry.vertices[6] = c;
}
m_backgroundGeometry.vertices[0] = v;
m_backgroundGeometry.vertices[1] = v2;
m_backgroundGeometry.vertices[2] = v3;
m_backgroundGeometry.vertices[3] = v4;
if (m_settings.hasRoundedCorners)
{
m_labelData.textSize.x = v2.position.x - v.position.x;
m_labelData.textSize.y = v3.position.y - v.position.y;
}
}
void LabelDrawable::SetBillboardSettings(const BillboardControlBlock& settings)
{
m_billboardSettings = settings;
}
void LabelDrawable::RecalculateBbox(const Math::AABB& other)
{
if (m_bbox.IsEmpty())
{
m_bbox = other;
}
else
{
auto& currentMin = m_bbox.GetMin();
auto& currentMax = m_bbox.GetMax();
currentMin.x = std::min(currentMin.x, other.min.x);
currentMin.y = std::min(currentMin.y, other.min.y);
currentMax.x = std::max(currentMax.x, other.max.x);
currentMax.y = std::max(currentMax.y, other.max.y);
}
}
// if we have want our label to be billboard, then we'll create new shader and set it's vertex shader to billboard.vert
// to avoid modifying input shader
Shader* LabelDrawable::GetBillboardTextShader(Shader* src)
{
auto GetFragmentShaderName = [](const Shader& shaderToCheck) -> std::optional<std::string>
{
const auto& shaderPrograms = shaderToCheck.shaderPrograms;
auto pos = std::find_if(shaderPrograms.begin(), shaderPrograms.end(),
[](const ShaderProgram& program)
{ return program.type == ShaderProgramType::FRAGMENT; });
return pos != shaderPrograms.end() ? std::optional<std::string>(pos->name) : std::nullopt;
};
std::optional<std::string> inputFragmentName = GetFragmentShaderName(*src);
if (!inputFragmentName)
{
throw std::runtime_error("Shader doesn't have fragment program");
}
bool exists = false;
int shaderIdx = 0;
for (; shaderIdx < m_billboardTextShaders.size(); shaderIdx++)
{
std::optional<std::string> name = GetFragmentShaderName(m_billboardTextShaders[shaderIdx]);
if (name.value() == inputFragmentName.value())
{
exists = true;
break;
}
}
if (!exists)
{
Shader& shader = m_billboardTextShaders.emplace_back();
shaderIdx = m_billboardTextShaders.size() - 1;
shader.AddShaderProgram(OpenVulkano::ShaderProgramType::VERTEX, "Shader/billboard");
shader.AddShaderProgram(OpenVulkano::ShaderProgramType::FRAGMENT, inputFragmentName.value());
shader.AddVertexInputDescription(OpenVulkano::Vertex::GetVertexInputDescription());
shader.AddDescriptorSetLayoutBinding(Texture::DESCRIPTOR_SET_LAYOUT_BINDING);
DescriptorSetLayoutBinding binding = UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING;
binding.stageFlags = ShaderProgramType::Type::VERTEX;
DescriptorSetLayoutBinding binding2 = UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING;
binding2.stageFlags = ShaderProgramType::FRAGMENT;
shader.AddDescriptorSetLayoutBinding(binding2, 3);
shader.AddDescriptorSetLayoutBinding(binding, 4);
shader.depthWrite = false;
shader.depthCompareOp = CompareOp::LESS_OR_EQUAL;
shader.alphaBlend = true;
shader.cullMode = CullMode::NONE;
}
return &m_billboardTextShaders[shaderIdx];
}
void LabelDrawable::SetupShaders()
{
DescriptorSetLayoutBinding binding = UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING;
if (!m_isBillboard)
{
m_backgroundShader.AddShaderProgram(OpenVulkano::ShaderProgramType::VERTEX, "Shader/basic");
}
else
{
m_backgroundShader.AddShaderProgram(OpenVulkano::ShaderProgramType::VERTEX, "Shader/billboard");
// binding for billboard's buffer
binding.stageFlags = ShaderProgramType::Type::VERTEX;
m_backgroundShader.AddDescriptorSetLayoutBinding(binding, 4);
}
m_backgroundShader.AddShaderProgram(OpenVulkano::ShaderProgramType::FRAGMENT, "Shader/label");
m_backgroundShader.AddVertexInputDescription(OpenVulkano::Vertex::GetVertexInputDescription());
m_backgroundShader.AddDescriptorSetLayoutBinding(Texture::DESCRIPTOR_SET_LAYOUT_BINDING, 2);
binding.stageFlags = ShaderProgramType::Type::FRAGMENT;
m_backgroundShader.AddDescriptorSetLayoutBinding(binding, 5);
m_backgroundShader.cullMode = CullMode::NONE;
SetShader(&m_backgroundShader);
}
void LabelDrawable::SetupBuffers()
{
DescriptorSetLayoutBinding binding = UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING;
binding.stageFlags = ShaderProgramType::Type::VERTEX;
m_billboardBuffer.size = sizeof(BillboardControlBlock);
m_billboardBuffer.data = &m_billboardSettings;
m_billboardBuffer.setId = 4;
m_billboardBuffer.binding = binding;
binding.stageFlags = ShaderProgramType::Type::FRAGMENT;
m_labelBuffer.size = sizeof(LabelUniformData);
m_labelBuffer.data = &m_labelData;
m_labelBuffer.setId = 5;
m_labelBuffer.binding = binding;
}
}