Switch to more compact TextGlyph vertex format

This commit is contained in:
Georg Hagen
2025-01-05 00:02:01 +01:00
parent 47a904f572
commit e9a1c629d9
13 changed files with 249 additions and 248 deletions

View File

@@ -54,7 +54,7 @@ namespace OpenVulkano
texts.push_back(std::make_pair("\u0410\u0411\u0412\u041F", TextConfig()));
texts.push_back(std::make_pair("Unsupported glyphs \u1E30\u1E31 are coming", TextConfig()));
texts.push_back(std::make_pair("This is first line\nSecond gg line\nThird G line", TextConfig()));
texts[1].second.backgroundColor.a = 1;
texts[1].second.backgroundColor.a = 255;
const int N = texts.size();
auto& resourceLoader = ResourceLoader::GetInstance();

View File

@@ -6,7 +6,7 @@
#pragma once
#include <../../../cmake-build/debug/_deps/freetype-src/freetype-install/include/freetype2/ft2build.h>
#include <ft2build.h>
#include FT_FREETYPE_H
#include <memory>

View File

@@ -7,6 +7,8 @@
#include "LabelDrawable.hpp"
#include "Scene/TextDrawable.hpp"
#include "Scene/DrawEncoder.hpp"
#include "Scene/Vertex.hpp"
#include "Scene/Shader/Shader.hpp"
#include "Scene/IFontAtlasGenerator.hpp"
#include "Base/Logger.hpp"
#include <optional>
@@ -39,10 +41,45 @@ namespace OpenVulkano::Scene
backgroundShader.cullMode = CullMode::NONE;
return backgroundShader;
}
Shader MakeLabelTextShader(const FontAtlasType type, const bool billboard)
{
Shader shader = TextDrawable::MakeDefaultShader(type);
shader.depthTest = false;
shader.depthCompareOp = CompareOp::LESS_OR_EQUAL;
if (billboard)
{
for (auto& program : shader.shaderPrograms)
{
if (program.type == ShaderProgramType::VERTEX)
{
program.name = "Shader/textBillboard";
break;
}
}
DescriptorSetLayoutBinding billboardUniformBinding = UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING;
billboardUniformBinding.stageFlags = ShaderProgramType::Type::VERTEX;
shader.AddDescriptorSetLayoutBinding(billboardUniformBinding, 4);
}
return shader;
}
Shader LabelDrawable::BACKGROUND_SHADER = MakeLabelBgShader(false);
Shader LabelDrawable::BACKGROUND_BILLBOARD_SHADER = MakeLabelBgShader(true);
Shader BACKGROUND_SHADER = MakeLabelBgShader(false);
Shader BACKGROUND_BILLBOARD_SHADER = MakeLabelBgShader(true);
std::array TEXT_SHADERS = {
MakeLabelTextShader(FontAtlasType::SDF, false),
MakeLabelTextShader(FontAtlasType::SDF, true),
MakeLabelTextShader(FontAtlasType::MSDF, false),
MakeLabelTextShader(FontAtlasType::MSDF, true),
MakeLabelTextShader(FontAtlasType::BITMAP, false),
MakeLabelTextShader(FontAtlasType::BITMAP, true),
};
Shader* GetTextShader(const FontAtlasType type, const bool billboard)
{
return &TEXT_SHADERS[static_cast<int>(type) << 1 | billboard];
}
}
LabelDrawable::LabelDrawable(const std::shared_ptr<AtlasData>& atlasData, const LabelDrawableSettings& settings, const bool isBillboard)
: Drawable(DrawEncoder::GetDrawEncoder<LabelDrawable>(), DrawPhase::MAIN), m_atlasData(atlasData), m_isBillboard(isBillboard)
@@ -52,7 +89,7 @@ namespace OpenVulkano::Scene
throw std::runtime_error("Can't create label drawable. Either glyphs or texture is empty");
}
SetLabelSettings(settings);
SetupShaders();
SetShader(IsBillboard() ? &BACKGROUND_BILLBOARD_SHADER : &BACKGROUND_SHADER);
SetupBuffers();
}
@@ -72,11 +109,10 @@ namespace OpenVulkano::Scene
if (text.empty()) return;
TextDrawable& textDrawable = m_texts.emplace_back(m_atlasData, config);
// do not render glyph's background
textDrawable.GetConfig().backgroundColor.a = 0;
textDrawable.GetConfig().backgroundColor.a = 0; // do not render glyph's background
double lineHeight = m_atlasData->meta.lineHeight;
textDrawable.GenerateText(text, m_position);
textDrawable.SetShader(&m_textShader);
textDrawable.SetShader(GetTextShader(m_atlasData->meta.atlasType, m_isBillboard));
m_bbox.Grow(textDrawable.GetBoundingBox());
// update position for next text entry
m_position.y = m_bbox.GetMin().y - lineHeight;
@@ -107,36 +143,6 @@ namespace OpenVulkano::Scene
return ray.IntersectAABB(m_bbox);
}
void LabelDrawable::SetupShaders()
{
SetShader(IsBillboard() ? &BACKGROUND_BILLBOARD_SHADER : &BACKGROUND_SHADER);
FontAtlasType fontAtlasType(static_cast<FontAtlasType::Type>(m_atlasData->meta.atlasType));
if (!m_isBillboard)
{
m_textShader.AddShaderProgram(ShaderProgramType::VERTEX, "Shader/text");
}
else
{
m_textShader.AddShaderProgram(ShaderProgramType::VERTEX, "Shader/billboard");
DescriptorSetLayoutBinding billboardUniformBinding = UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING;
billboardUniformBinding.stageFlags = ShaderProgramType::Type::VERTEX;
m_textShader.AddDescriptorSetLayoutBinding(billboardUniformBinding, 4);
}
DescriptorSetLayoutBinding textUniformBinding = UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING;
textUniformBinding.stageFlags = ShaderProgramType::FRAGMENT;
m_textShader.AddDescriptorSetLayoutBinding(textUniformBinding, 3);
m_textShader.AddShaderProgram(ShaderProgramType::FRAGMENT,
std::string(fontAtlasType.GetDefaultFragmentShader()));
m_textShader.AddVertexInputDescription(Vertex::GetVertexInputDescription());
m_textShader.AddDescriptorSetLayoutBinding(Texture::DESCRIPTOR_SET_LAYOUT_BINDING, 2);
m_textShader.alphaBlend = true;
m_textShader.cullMode = CullMode::NONE;
m_textShader.depthWrite = false;
m_textShader.depthCompareOp = CompareOp::LESS_OR_EQUAL;
}
void LabelDrawable::SetupBuffers()
{
m_billboardBuffer.size = sizeof(BillboardControlBlock);

View File

@@ -6,12 +6,9 @@
#pragma once
#include "Base/Wrapper.hpp"
#include "Scene/Drawable.hpp"
#include "Scene/Shader/Shader.hpp"
#include "Scene/Texture.hpp"
#include "Scene/UniformBuffer.hpp"
#include "Scene/Vertex.hpp"
#include "Scene/BillboardControlBlock.hpp"
#include "Math/AABB.hpp"
#include "Scene/TextDrawable.hpp"
@@ -19,6 +16,8 @@
namespace OpenVulkano::Scene
{
class Shader;
struct LabelDrawableSettings
{
Math::Vector4f backgroundColor = { 1, 0, 0, 1 };
@@ -45,8 +44,6 @@ namespace OpenVulkano::Scene
class LabelDrawable final : public Drawable
{
static Shader BACKGROUND_SHADER, BACKGROUND_BILLBOARD_SHADER;
public:
LabelDrawable(const std::shared_ptr<AtlasData>& atlasData,
const LabelDrawableSettings& settings = LabelDrawableSettings(), bool isBillboard = false);
@@ -65,13 +62,11 @@ namespace OpenVulkano::Scene
std::optional<RayHit> Intersect(const Ray& ray) const override;
private:
void SetupShaders();
void SetupBuffers();
UniformBuffer m_billboardBuffer;
UniformBuffer m_labelBuffer;
std::list<TextDrawable> m_texts; // Using list instead of vector for stable iterators
Shader m_textShader;
LabelDrawableSettings m_settings;
LabelUniformData m_labelData;
std::shared_ptr<AtlasData> m_atlasData;

View File

@@ -6,9 +6,7 @@
#include "TextDrawable.hpp"
#include "Scene/Geometry.hpp"
#include "Scene/Material.hpp"
#include "Scene/Vertex.hpp"
#include "Scene/UniformBuffer.hpp"
#include "Shader/Shader.hpp"
#include "Scene/IFontAtlasGenerator.hpp"
#include "Base/Logger.hpp"
#include "Host/ResourceLoader.hpp"
@@ -24,32 +22,39 @@ namespace OpenVulkano::Scene
{
constexpr uint32_t MISSING_GLYPH_SYMBOL = '?';
Shader MakeDefaultShader(FontAtlasType type)
Shader DEFAULT_SHADER_BITMAP = TextDrawable::MakeDefaultShader(FontAtlasType::BITMAP);
Shader DEFAULT_SHADER_SDF = TextDrawable::MakeDefaultShader(FontAtlasType::SDF);
Shader DEFAULT_SHADER_MSDF = TextDrawable::MakeDefaultShader(FontAtlasType::MSDF);
}
Shader TextDrawable::MakeDefaultShader(const FontAtlasType type)
{
Shader shader;
shader.AddShaderProgram(ShaderProgramType::VERTEX, "Shader/text");
shader.AddShaderProgram(ShaderProgramType::FRAGMENT, std::string(type.GetDefaultFragmentShader()));
shader.AddVertexInputDescription(Vertex::GetVertexInputDescription());
VertexInputDescription inputDesc(0, sizeof(TextGlyphVertex));
inputDesc.AddInputParameter(DataFormat::R32G32_SFLOAT, offsetof(TextGlyphVertex, position));
inputDesc.AddInputParameter(DataFormat::R32G32_SFLOAT, offsetof(TextGlyphVertex, position)+8);
inputDesc.AddInputParameter(DataFormat::R32G32_SFLOAT, offsetof(TextGlyphVertex, position)+16);
inputDesc.AddInputParameter(DataFormat::R32G32_SFLOAT, offsetof(TextGlyphVertex, position)+24);
inputDesc.AddInputParameter(DataFormat::R32G32_SFLOAT, offsetof(TextGlyphVertex, uv));
inputDesc.AddInputParameter(DataFormat::R32G32_SFLOAT, offsetof(TextGlyphVertex, uv)+8);
inputDesc.AddInputParameter(DataFormat::R32G32_SFLOAT, offsetof(TextGlyphVertex, uv)+16);
inputDesc.AddInputParameter(DataFormat::R32G32_SFLOAT, offsetof(TextGlyphVertex, uv)+24);
inputDesc.AddInputParameter(DataFormat::R8G8B8A8_UNORM, offsetof(TextGlyphVertex, color));
inputDesc.AddInputParameter(DataFormat::R8G8B8A8_UNORM, offsetof(TextGlyphVertex, background));
inputDesc.stepMode = VertexStepMode::INSTANCE;
shader.AddVertexInputDescription(inputDesc);
shader.AddDescriptorSetLayoutBinding(Texture::DESCRIPTOR_SET_LAYOUT_BINDING);
DescriptorSetLayoutBinding desc = UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING;
desc.stageFlags = ShaderProgramType::FRAGMENT;
shader.AddDescriptorSetLayoutBinding(desc);
shader.alphaBlend = true;
shader.cullMode = CullMode::NONE;
shader.topology = Topology::TRIANGLE_FAN;
return shader;
}
Shader DEFAULT_SHADER_BITMAP = MakeDefaultShader(FontAtlasType::BITMAP);
Shader DEFAULT_SHADER_SDF = MakeDefaultShader(FontAtlasType::SDF);
Shader DEFAULT_SHADER_MSDF = MakeDefaultShader(FontAtlasType::MSDF);
}
TextDrawable::TextDrawable(const TextConfig& config)
: Drawable(DrawEncoder::GetDrawEncoder<TextDrawable>()), m_cfg(config)
{
m_uniBuffer.Init(sizeof(TextConfig), &m_cfg, 3);
m_uniBuffer.binding.stageFlags = ShaderProgramType::FRAGMENT;
}
{}
TextDrawable::TextDrawable(const Array<char>& atlasMetadata, const TextConfig& config)
: TextDrawable(atlasMetadata, nullptr, config)
@@ -106,8 +111,6 @@ namespace OpenVulkano::Scene
read_bytes += sizeof(GlyphInfo);
readMetadataBytes += sizeof(GlyphInfo);
}
m_uniBuffer.Init(sizeof(TextConfig), &m_cfg, 3);
m_uniBuffer.binding.stageFlags = ShaderProgramType::FRAGMENT;
if (m_atlasData->meta.atlasType == FontAtlasType::BITMAP)
{
m_atlasData->texture.m_samplerConfig = &SamplerConfig::NEAREST;
@@ -118,8 +121,6 @@ namespace OpenVulkano::Scene
: Drawable(DrawEncoder::GetDrawEncoder<TextDrawable>()), m_atlasData(atlasData), m_cfg(config)
{
if (!atlasData || !*atlasData) throw std::runtime_error("Cannot initialize text drawable with empty atlas data");
m_uniBuffer.Init(sizeof(TextConfig), &m_cfg, 3);
m_uniBuffer.binding.stageFlags = ShaderProgramType::FRAGMENT;
}
uint32_t TextDrawable::GetFallbackGlyph() const
@@ -132,25 +133,24 @@ namespace OpenVulkano::Scene
return m_atlasData->glyphs.begin()->first;
}
void TextDrawable::GenerateText(const std::string& text, const Math::Vector3f& pos)
void TextDrawable::GenerateText(const std::string& text, const Math::Vector2f& pos)
{
if (text.empty()) return;
if (m_vertexBuffer.data) throw std::runtime_error("Text has already been initialized");
const uint32_t fallbackGlyph = GetFallbackGlyph();
m_text = text;
m_symbolCount = 0;
const size_t len = utf8::distance(text.begin(), text.end());
m_geometry.Close();
m_geometry.Init(len * 4, len * 6);
m_vertexBuffer.Close();
TextGlyphVertex* vertices = m_vertexBuffer.Init<TextGlyphVertex>(len);
std::map<uint32_t, GlyphInfo>* symbols = &m_atlasData->glyphs;
AtlasMetadata* meta = &m_atlasData->meta;
double cursorX = pos.x;
const double lineHeight = meta->lineHeight;
double posY = pos.y;
Math::Vector3f bmin(pos), bmax(pos);
int i = 0;
Math::Vector3f bmin(pos, 0), bmax(pos, 0);
for (auto begin = text.begin(), end = text.end(); begin != end;)
{
uint32_t c = utf8::next(begin, end);
@@ -160,6 +160,7 @@ namespace OpenVulkano::Scene
cursorX = pos.x;
continue;
}
// TODO handle special chars
if (!symbols->contains(c))
{
@@ -167,44 +168,29 @@ namespace OpenVulkano::Scene
c = fallbackGlyph;
}
uint32_t vIdx = i * 4;
uint32_t indices[] = { 1 + vIdx, 2 + vIdx, 3 + vIdx, 1 + vIdx, 3 + vIdx, 0 + vIdx };
GlyphInfo& info = symbols->at(c);
// left bottom
m_geometry.vertices[vIdx].position.x = info.xyz[0].x + cursorX;
m_geometry.vertices[vIdx].position.y = posY - info.xyz[0].y;
m_geometry.vertices[vIdx].position.z = info.xyz[0].z;
m_geometry.vertices[vIdx].textureCoordinates = Math::Vector3f(info.uv[0], 0);
for (int i = 0; i < 4; i++)
{
vertices->position[i].x = info.xyz[i].x + cursorX;
vertices->uv[i] = info.uv[i];
if (i < 2) vertices->position[i].y = posY - info.xyz[i].y;
else vertices->position[i].y = posY + info.xyz[i].y;
vertices->color = m_cfg.textColor;
vertices->background = m_cfg.backgroundColor;
}
// right bottom
m_geometry.vertices[vIdx + 1].position.x = info.xyz[1].x + cursorX;
m_geometry.vertices[vIdx + 1].position.y = posY - info.xyz[1].y;
m_geometry.vertices[vIdx + 1].position.z = info.xyz[1].z;
m_geometry.vertices[vIdx + 1].textureCoordinates = Math::Vector3f(info.uv[1], 0);
// top right
m_geometry.vertices[vIdx + 2].position.x = info.xyz[2].x + cursorX;
m_geometry.vertices[vIdx + 2].position.y = posY + info.xyz[2].y;
m_geometry.vertices[vIdx + 2].position.z = info.xyz[2].z;
m_geometry.vertices[vIdx + 2].textureCoordinates = Math::Vector3f(info.uv[2], 0);
// top left
m_geometry.vertices[vIdx + 3].position.x = info.xyz[3].x + cursorX;
m_geometry.vertices[vIdx + 3].position.y = posY + info.xyz[3].y;
m_geometry.vertices[vIdx + 3].position.z = info.xyz[3].z;
m_geometry.vertices[vIdx + 3].textureCoordinates = Math::Vector3f(info.uv[3], 0);
m_geometry.SetIndices(indices, 6, 6 * i);
// TODO: change to lower value(or ideally remove completely) to avoid overlapping and make less space between symbols
// when setting for depth comparison operator will be available( <= )
cursorX += info.advance + 0.08;
bmax.x = std::max(bmax.x, m_geometry.vertices[vIdx + 1].position.x);
bmax.y = std::max(bmax.y, m_geometry.vertices[vIdx + 2].position.y);
bmin.y = std::min(bmin.y, m_geometry.vertices[vIdx + 1].position.y);
++i;
bmax.x = std::max(bmax.x, vertices->position[1].x);
bmax.y = std::max(bmax.y, vertices->position[2].y);
bmin.y = std::min(bmin.y, vertices->position[1].y);
vertices++;
m_symbolCount++;
}
bmin.x = m_geometry.vertices[0].position.x;
bmin.x = vertices->position[0].x;
m_bbox.Init(bmin, bmax);
if (!GetShader()) SetShader(GetDefaultShader(m_atlasData->meta.atlasType));

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@@ -8,8 +8,7 @@
#include "Drawable.hpp"
#include "Texture.hpp"
#include "Geometry.hpp"
#include "UniformBuffer.hpp"
#include "VertexBuffer.hpp"
#include "AtlasData.hpp"
#include "Image/Image.hpp"
@@ -19,19 +18,25 @@ namespace OpenVulkano::Scene
struct TextConfig
{
Math::Vector4f textColor = { 1, 1, 1, 1 };
Math::Vector4f backgroundColor = { 0, 1, 0, 0 };
float threshold = 0.4f;
float smoothing = 1.f/32.f;
Math::Vector4uc textColor = { 255, 255, 255, 255 };
Math::Vector4uc backgroundColor = { 0, 255, 0, 0 };
};
struct TextGlyphVertex
{
std::array<Math::Vector2f, 4> position;
std::array<Math::Vector2f, 4> uv;
Math::Vector4uc color = { 255, 255, 255, 255 };
Math::Vector4uc background = {};
};
class TextDrawable : public Drawable
{
Geometry m_geometry;
UniformBuffer m_uniBuffer;
VertexBuffer m_vertexBuffer;
std::shared_ptr<AtlasData> m_atlasData;
Math::AABB m_bbox;
std::string m_text;
size_t m_symbolCount = 0;
TextConfig m_cfg;
uint32_t GetFallbackGlyph() const;
@@ -43,7 +48,7 @@ namespace OpenVulkano::Scene
TextDrawable(const std::string& atlasMetadataFile, Texture* atlasTex, const TextConfig& config = TextConfig());
TextDrawable(const Array<char>& atlasMetadata, Texture* atlasTex, const TextConfig& config = TextConfig());
TextDrawable(const std::shared_ptr<AtlasData>& atlasData, const TextConfig& config = TextConfig());
void GenerateText(const std::string& text, const Math::Vector3f& pos = Math::Vector3f(0.f));
void GenerateText(const std::string& text, const Math::Vector2f& pos = Math::Vector2f(0.f));
void SetConfig(const TextConfig& cfg) { m_cfg = cfg; }
void SetAtlasData(const std::shared_ptr<AtlasData>& atlasData);
[[nodiscard]] Math::AABB& GetBoundingBox() { return m_bbox; }
@@ -51,10 +56,11 @@ namespace OpenVulkano::Scene
[[nodiscard]] const std::string& GetText() const { return m_text; }
[[nodiscard]] const std::shared_ptr<AtlasData>& GetAtlasData() { return m_atlasData; }
[[nodiscard]] Geometry* GetGeometry() { return &m_geometry; }
[[nodiscard]] VertexBuffer* GetVertexBuffer() { return &m_vertexBuffer; }
[[nodiscard]] Texture* GetTexture() { return &m_atlasData->texture; }
[[nodiscard]] UniformBuffer* GetUniformBuffer() { return &m_uniBuffer; }
[[nodiscard]] size_t GetSymbolCount() const { return m_symbolCount; }
[[nodiscard]] static Shader MakeDefaultShader(FontAtlasType type);
[[nodiscard]] static Shader* GetDefaultShader(FontAtlasType type);
};
}

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@@ -1,44 +1,40 @@
#version 450
layout(location = 1) in vec2 texCoord;
layout(location = 0) in vec4 color;
layout(location = 1) in vec4 bgColor;
layout(location = 2) in vec2 texCoord;
layout(location = 0) out vec4 outColor;
layout(set = 2, binding = 0) uniform sampler2D texSampler;
layout(set = 3, binding = 0) uniform TextConfig
float median(float r, float g, float b)
{
vec4 textColor;
vec4 backgroundColor;
float threshold;
float smoothing;
} textConfig;
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
// this parameter should be same as FontAtlasGeneratorConfig::pixelRange
const float pxRange = 3;
float screenPxRange() {
vec2 unitRange = vec2(pxRange)/vec2(textureSize(texSampler, 0));
vec2 screenTexSize = vec2(1.0)/fwidth(texCoord);
return max(0.5*dot(unitRange, screenTexSize), 1.0);
float screenPxRange()
{
vec2 unitRange = vec2(pxRange) / vec2(textureSize(texSampler, 0));
vec2 screenTexSize = vec2(1.0) / fwidth(texCoord);
return max(0.5 * dot(unitRange, screenTexSize), 1.0);
}
void main()
{
vec3 msd = texture(texSampler, texCoord).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPxRange()*(sd - 0.5);
float screenPxDistance = screenPxRange() * (sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
if (textConfig.backgroundColor.a != 0)
if (bgColor.a != 0)
{
outColor = mix(textConfig.backgroundColor, textConfig.textColor, opacity);
outColor = mix(bgColor, color, opacity);
}
else
{
outColor = vec4(vec3(textConfig.textColor), opacity);
outColor = vec4(vec3(color), opacity);
}
}

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@@ -1,27 +1,24 @@
#version 450
layout(location = 1) in vec2 texCoord;
layout(location = 0) in vec4 color;
layout(location = 1) in vec4 bgColor;
layout(location = 2) in vec2 texCoord;
layout(location = 0) out vec4 outColor;
layout(set = 2, binding = 0) uniform sampler2D texSampler;
layout(set = 3, binding = 0) uniform TextConfig
{
vec4 textColor;
vec4 backgroundColor;
float threshold;
float smoothing;
} textConfig;
const float threshold = 0.4f;
const float smoothing = 1.f/32.f;
void main()
{
float distance = texture(texSampler, texCoord).r;
float alpha = smoothstep(textConfig.threshold - textConfig.smoothing, textConfig.threshold + textConfig.smoothing, distance);
outColor = vec4(textConfig.textColor) * alpha;
float alpha = smoothstep(threshold - smoothing, threshold + smoothing, distance);
outColor = vec4(color) * alpha;
if (textConfig.backgroundColor.a != 0)
if (bgColor.a != 0)
{
outColor = mix(textConfig.backgroundColor, outColor, alpha);
outColor = mix(bgColor, outColor, alpha);
}
}

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@@ -1,22 +1,15 @@
#version 450
//layout(location = 0) in vec4 color;
layout(location = 1) in vec2 texCoord;
layout(location = 0) in vec4 color;
layout(location = 1) in vec4 bgColor;
layout(location = 2) in vec2 texCoord;
layout(location = 0) out vec4 outColor;
layout(set = 2, binding = 0) uniform sampler2D texSampler;
layout(set = 3, binding = 0) uniform TextConfig
{
vec4 textColor;
vec4 backgroundColor;
float threshold;
float smoothing;
} textConfig;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(texSampler, texCoord).r);
outColor = vec4(textConfig.textColor) * sampled;
outColor = vec4(color) * sampled;
}

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@@ -1,13 +1,13 @@
#version 450
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec3 tangent;
layout(location = 3) in vec3 biTangent;
layout(location = 4) in vec3 textureCoordinates;
layout(location = 5) in vec4 color;
layout(location = 0) in vec2 position[4];
layout(location = 4) in vec2 textureCoordinates[4];
layout(location = 8) in vec4 color;
layout(location = 9) in vec4 bgColor;
layout(location = 0) out vec4 outColor;
layout(location = 1) out vec2 fragTextureCoordinates;
layout(location = 1) out vec4 outBgColor;
layout(location = 2) out vec2 fragTextureCoordinates;
layout(set = 0, binding = 0) uniform NodeData
{
@@ -17,13 +17,11 @@ layout(set = 0, binding = 0) uniform NodeData
layout(set = 1, binding = 0) uniform CameraData
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 camPos;
} cam;
void main() {
gl_Position = cam.viewProjection * node.world * vec4(position, 1.0);
fragTextureCoordinates.xy = textureCoordinates.xy;
gl_Position = cam.viewProjection * node.world * vec4(position[gl_VertexIndex], 1.0, 1.0);
fragTextureCoordinates = textureCoordinates[gl_VertexIndex];
outColor = color;
outBgColor = bgColor;
}

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@@ -0,0 +1,64 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec2 position[4];
layout(location = 4) in vec2 textureCoordinates[4];
layout(location = 8) in vec4 color;
layout(location = 9) in vec4 bgColor;
layout(location = 0) out vec4 outColor;
layout(location = 1) out vec4 outBgColor;
layout(location = 2) out vec2 outTexture;
layout(set = 0, binding = 0) uniform NodeData
{
mat4 world;
} node;
layout(set = 1, binding = 0) uniform CameraData
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 camPos;
} cam;
layout(set = 4, binding = 0) uniform BillboardData
{
vec2 size;
bool isFixedSize;
} billboardInfo;
void main()
{
vec4 pos = vec4(position[gl_VertexIndex], 0, 1);
if (!billboardInfo.isFixedSize)
{
mat4 mv = cam.view * node.world;
mv[0][0] = 1;
mv[0][1] = 0;
mv[0][2] = 0;
mv[1][0] = 0;
mv[1][1] = 1;
mv[1][2] = 0;
mv[2][0] = 0;
mv[2][1] = 0;
mv[2][2] = 1;
gl_Position = cam.projection * mv * pos;
}
else
{
vec4 billboardPos = vec4(0.5, 0.5, 0.5, 1);
vec4 viewPos = cam.view * node.world * billboardPos;
float dist = -viewPos.z;
gl_Position = cam.projection * (viewPos + vec4(pos.xy * dist * 0.2, 0, 0));
}
outTexture = textureCoordinates[gl_VertexIndex];
outColor = color;
outBgColor = bgColor;
}

View File

@@ -12,6 +12,7 @@
#include "Vulkan/VulkanDrawContext.hpp"
#include "Vulkan/Scene/VulkanTexture.hpp"
#include "Vulkan/Scene/VulkanUniformBuffer.hpp"
#include "Vulkan/Scene/VulkanVertexBuffer.hpp"
using namespace OpenVulkano::Scene;
@@ -33,18 +34,12 @@ namespace OpenVulkano::Vulkan
Scene::UniformBuffer* labelBuffer = labelDrawable->GetLabelBuffer();
VulkanUniformBuffer* vkBuffer = labelBuffer->GetRenderResource();
if (!vkBuffer)
{
vkBuffer = drawContext->renderer->GetResourceManager().PrepareUniformBuffer(labelBuffer);
}
if (!vkBuffer) vkBuffer = drawContext->renderer->GetResourceManager().PrepareUniformBuffer(labelBuffer);
vkBuffer->Record(drawContext);
for (Node* node: labelDrawable->GetNodes())
{
if (!node->IsEnabled()) [[unlikely]]
{
continue;
}
if (!node->IsEnabled()) [[unlikely]] continue;
drawContext->EncodeNode(node);
}
drawContext->commandBuffer.draw(4, 1, 0, 0);
@@ -54,56 +49,34 @@ namespace OpenVulkano::Vulkan
{
for (TextDrawable& entry : labelDrawable->GetTexts())
{
Shader* shader = entry.GetShader();
drawContext->EncodeShader(shader);
Geometry* mesh = entry.GetGeometry();
VulkanGeometry* renderGeo = mesh->GetRenderResource();
if (!renderGeo)
{
renderGeo = drawContext->renderer->GetResourceManager().PrepareGeometry(mesh);
}
renderGeo->RecordBind(drawContext->commandBuffer);
drawContext->EncodeShader(entry.GetShader());
VertexBuffer* vbo = entry.GetVertexBuffer();
VulkanVertexBuffer* renderVbo = vbo->GetRenderResource();
if (!renderVbo) renderVbo = drawContext->renderer->GetResourceManager().PrepareVertexBuffer(vbo);
renderVbo->RecordBind(drawContext->commandBuffer);
std::array<Scene::UniformBuffer*, 2> uniforms = { nullptr, nullptr };
// fragment shader buffer
uniforms[0] = entry.GetUniformBuffer();
if (labelDrawable->IsBillboard())
{
// vertex shader buffer
uniforms[1] = labelDrawable->GetBillboardBuffer();
}
for (Scene::UniformBuffer* buffer : uniforms)
{
if (buffer)
{
VulkanUniformBuffer* vkBuffer = buffer->GetRenderResource();
VulkanUniformBuffer* vkBuffer = labelDrawable->GetBillboardBuffer()->GetRenderResource();
if (!vkBuffer)
{
vkBuffer = drawContext->renderer->GetResourceManager().PrepareUniformBuffer(buffer);
vkBuffer = drawContext->renderer->GetResourceManager().PrepareUniformBuffer(labelDrawable->GetBillboardBuffer());
}
vkBuffer->Record(drawContext);
}
}
if (Texture* texture = entry.GetTexture())
{
VulkanTexture* renderTexture = texture->GetRenderResource();
VulkanTexture* renderTexture = entry.GetTexture()->GetRenderResource();
if (!renderTexture)
{
renderTexture = drawContext->renderer->GetResourceManager().PrepareTexture(entry.GetTexture());
}
renderTexture->Record(drawContext);
}
for (Node* node: labelDrawable->GetNodes())
{
if (!node->IsEnabled()) [[unlikely]]
{
continue;
}
if (!node->IsEnabled()) [[unlikely]] continue;
drawContext->EncodeNode(node);
renderGeo->RecordDraw(drawContext->commandBuffer);
drawContext->commandBuffer.draw(4, entry.GetSymbolCount(), 0, 0);
}
}
}

View File

@@ -5,49 +5,36 @@
*/
#include "Scene/TextDrawable.hpp"
#include "VulkanGeometry.hpp"
#include "VulkanNode.hpp"
#include "Vulkan/VulkanDrawContext.hpp"
#include "Vulkan/Scene/VulkanUniformBuffer.hpp"
#include "Vulkan/Scene/VulkanVertexBuffer.hpp"
#include "VulkanTexture.hpp"
using namespace OpenVulkano::Scene;
namespace OpenVulkano::Vulkan
{
void EncodeTextDrawable(Drawable* instance, Vulkan::VulkanDrawContext* drawContext)
void EncodeTextDrawable(Drawable* instance, VulkanDrawContext* drawContext)
{
TextDrawable* drawable = static_cast<TextDrawable*>(instance);
Geometry* mesh = drawable->GetGeometry();
VulkanGeometry* renderGeo = mesh->GetRenderResource();
if (!renderGeo) renderGeo = drawContext->renderer->GetResourceManager().PrepareGeometry(mesh);
renderGeo->RecordBind(drawContext->commandBuffer);
VertexBuffer* vbo = drawable->GetVertexBuffer();
VulkanVertexBuffer* renderVbo = vbo->GetRenderResource();
if (!renderVbo) renderVbo = drawContext->renderer->GetResourceManager().PrepareVertexBuffer(vbo);
renderVbo->RecordBind(drawContext->commandBuffer);
if (drawable->GetUniformBuffer())
{
VulkanUniformBuffer* vkBuffer = drawable->GetUniformBuffer()->GetRenderResource();
if (!vkBuffer)
{
vkBuffer = drawContext->renderer->GetResourceManager().PrepareUniformBuffer(drawable->GetUniformBuffer());
}
vkBuffer->Record(drawContext);
}
if (Texture* texture = drawable->GetTexture())
{
VulkanTexture* renderTexture = texture->GetRenderResource();
VulkanTexture* renderTexture = drawable->GetTexture()->GetRenderResource();
if (!renderTexture)
{
renderTexture = drawContext->renderer->GetResourceManager().PrepareTexture(drawable->GetTexture());
}
renderTexture->Record(drawContext);
}
for(Node* node : instance->GetNodes())
{
if (!node->IsEnabled()) [[unlikely]] continue;
drawContext->EncodeNode(node);
renderGeo->RecordDraw(drawContext->commandBuffer);
drawContext->commandBuffer.draw(4, drawable->GetSymbolCount(), 0, 0);
}
}
}