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