singleVbo
This commit is contained in:
parent
172711cad3
commit
cde337580d
6 changed files with 184 additions and 77 deletions
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@ -184,7 +184,7 @@ void LayerComposition::draw(int width, int height) const {
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for(const auto & [identifier, layerCombo] : atlasLayerCombos){
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if(identifier.type == LayerType::MSDFGEN){
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auto combo = static_pointer_cast <MsdfAtlasLayerCombo>(layerCombo);
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//combo->draw();
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combo->draw();
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}
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}
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for(unsigned int i = layerOrder.size(); i-- > 0;){
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@ -219,7 +219,7 @@ void LayerComposition::drawCamera(const ofCamera & camera) const {
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for(const auto & [identifier, layerCombo] : atlasLayerCombos){
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if(identifier.type == LayerType::MSDFGEN){
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auto combo = static_pointer_cast <MsdfAtlasLayerCombo>(layerCombo);
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combo->draw(camera);
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//combo->draw(camera);
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}
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}
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}
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@ -2,7 +2,9 @@
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#include "AtlasLayerCombo.h"
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#include "MsdfLayer.h"
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#include "Utils.h"
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#include "of3dGraphics.h"
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#include "ofFileUtils.h"
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#include "ofGraphics.h"
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#include <GL/glext.h>
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#include <GLES3/gl3.h>
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@ -24,16 +26,37 @@ void MsdfAtlasLayerCombo::setup(const ComboIdentifier & layerIdentifier,
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msdfShader = make_shared <ofShader>();
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#ifdef TARGET_EMSCRIPTEN
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if(ofFile("shaders/ES3/msdf/shader.frag").exists()){
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msdfShader->load("shaders/ES3/msdf/shader");
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}else{
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msdfShader->load("ofxMsdfgen/shaders/mix/ES3/shader");
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}
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//if(ofFile("shaders/ES3/msdf/shader.frag").exists()){
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//msdfShader->load("shaders/ES3/msdf/shader");
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//}else{
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msdfShader->load("ofxMsdfgen/shaders/mix/ES3/shader");
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//}
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#else
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msdfShader->load("ofxMsdfgen/shaders/mix/GL3/shader");
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#endif
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atlas->setup(this->identifier.fontPath, atlasSettings);
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glGenBuffers(1, &ebo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, false, sizeof(BufferVertex), (void *)offsetof(BufferVertex, position));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(BufferVertex), (void *)offsetof(BufferVertex, uv_a));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, false, sizeof(BufferVertex), (void *)offsetof(BufferVertex, uv_b));
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 4, GL_FLOAT, false, sizeof(BufferVertex), (void *)offsetof(BufferVertex, color));
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 1, GL_FLOAT, false, sizeof(BufferVertex), (void *)offsetof(BufferVertex, mix));
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glBindVertexArray(0);
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}
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void MsdfAtlasLayerCombo::update(){
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@ -43,9 +66,9 @@ void MsdfAtlasLayerCombo::update(){
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atlas->generate(useCache, saveToCache);
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isDirty = false;
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}
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if(!uboIsSetup){
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setupUbo();
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}
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//if(!uboIsSetup){
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//setupUbo();
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//}
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}
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void MsdfAtlasLayerCombo::setupUbo(){
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@ -115,13 +138,77 @@ bool MsdfAtlasLayerCombo::hasChildren(){
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}
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// unique
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void MsdfAtlasLayerCombo::draw(const ofCamera & camera){
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vertices.clear();
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parameters.clear();
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void MsdfAtlasLayerCombo::draw(){
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int elements = 0;
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for(const auto & layer : layers){
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vertices.insert(vertices.end(), layer->vertices.begin(), layer->vertices.end());
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parameters.insert(parameters.end(), layer->parameters.begin(), layer->parameters.end());
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elements += layer->nElements;
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}
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//vertices.resize(elements * 4);
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//indices.resize(elements * 6);
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vertices.clear();
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indices.clear();
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int offset = 0;
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glm::vec4 bgColor;
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for(const auto & layer : layers){
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//vertices.insert(vertices.begin() + (offset * 4), layer->vertices.begin(), layer->vertices.end());
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//indices.insert(indices.begin() + (offset * 6), layer->indices.begin(), layer->indices.end());
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vertices.insert(vertices.end(), layer->vertices.begin(), layer->vertices.end());
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indices.insert(indices.end(), layer->indices.begin(), layer->indices.end());
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offset += layer->nElements;
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layer->vertices.clear();
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layer->indices.clear();
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layer->nElements = 0;
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bgColor = layer->uboParameters.bgColor;
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}
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float pixelRange = 2;
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int atlas_w = getAtlasImage().getWidth();
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int atlas_h = getAtlasImage().getHeight();
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glm::vec2 unitRange = glm::vec2(pixelRange) / glm::vec2(atlas_w, atlas_h);
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//ofPushStyle();
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//vector <ofColor> colors{
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//ofColor::yellow,
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//ofColor::green,
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//ofColor::blue,
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//ofColor::red
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//};
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//int i = 0;
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//for(BufferVertex & vertex : vertices){
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//const auto & color = colors[int(i * 0.25) % colors.size()];
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//ofSetColor(color);
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//vertex.color[0] = color.r;
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//vertex.color[1] = color.g;
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//vertex.color[2] = color.b;
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//vertex.color[3] = 1;
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//ofDrawSphere(vertex.position[0], vertex.position[1], vertex.position[2], 2);
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//i++;
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//}
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//ofPopStyle();
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msdfShader->begin();
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msdfShader->setUniform2f("unitRange", unitRange);
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msdfShader->setUniform4f("bgColor", bgColor);
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msdfShader->setUniformTexture("msdf", getAtlasImage().getTexture(), 0);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(BufferVertex) * vertices.size(), vertices.data(), GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int32_t) * indices.size(), indices.data(), GL_DYNAMIC_DRAW);
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glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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msdfShader->end();
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}
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void MsdfAtlasLayerCombo::exit(){
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glDeleteVertexArrays(1, &vao);
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glDeleteBuffers(1, &vbo);
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glDeleteBuffers(1, &ebo);
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}
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const ofImage & MsdfAtlasLayerCombo::getAtlasImage(){
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@ -5,6 +5,7 @@
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#include "Utils.h"
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namespace ofxVariableLab {
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using BufferVertex = MsdfLayer::BufferVertex;
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struct MsdfAtlasLayerComboSettings : public AtlasLayerComboSettings {
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float scale = 64;
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float minimumScale = 64;
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@ -20,7 +21,8 @@ class MsdfAtlasLayerCombo : public AtlasLayerCombo {
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const ComboIdentifier & getIdentifier() const override;
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void setVFlip(VFlipState vFlipState) override;
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bool hasChildren() override;
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void draw(const ofCamera & camera);
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void draw();
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void exit();
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const ofImage & getAtlasImage();
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string getAtlasImagePath();
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shared_ptr <Layer> getLayer(); // TODO: is this used
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@ -40,7 +42,11 @@ class MsdfAtlasLayerCombo : public AtlasLayerCombo {
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GLint uboIndex;
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void setupUbo();
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bool uboIsSetup = false;
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std::vector <MsdfLayer::BufferVertex> vertices;
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std::vector <MsdfLayer::CharacterDrawParameters> parameters;
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std::vector <BufferVertex> vertices;
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std::vector <int32_t> indices;
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GLuint vbo;
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GLuint ebo;
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GLuint vao;
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};
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}
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@ -314,15 +314,15 @@ void MsdfLayer::setBoundingBox(const Layer::BoundingBox & boundingBox){
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}
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void MsdfLayer::collectCharacter(const char character,
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const ofNode & node,
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const ofCamera & camera,
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glm::vec4 color,
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ofxVariableLab::FontVariation fontVariation){
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const ofImage & atlasImage = atlas->getAtlasImage();
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ofNode n = node;
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n.setScale(n.getScale() * scaleFactor);
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float pixelRange = 2;
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int atlas_w = atlasImage.getWidth();
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int atlas_h = atlasImage.getHeight();
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glm::vec2 unitRange = glm::vec2(pixelRange) / glm::vec2(atlas_w, atlas_h);
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float mix = -1;
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ofxMsdfgen::GlyphGeometry gg_a;
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@ -354,18 +354,12 @@ void MsdfLayer::collectCharacter(const char character,
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gg_a.getQuadPlaneBounds(pl_a, pb_a, pr_a, pt_a);
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gg_b.getQuadPlaneBounds(pl_b, pb_b, pr_b, pt_b);
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double advance_a = gg_a.getAdvance();
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double advance_b = gg_b.getAdvance();
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float w = glm::mix(float(w_a), float(w_b), mix);
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float h = glm::mix(float(h_a), float(h_b), mix);
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float pl = glm::mix(float(pl_a), float(pl_b), mix);
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float pt = glm::mix(float(pt_a), float(pt_b), mix);
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double advance = glm::mix(advance_a, advance_b, mix);
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ofPushMatrix();
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float magic = atlas->settings.scale;
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ofSetColor(ofFloatColor(1, 1, 1, 1));
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getVFlip(settings.vFlipBehaviour,
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ofGetCurrentOrientationMatrix(),
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vFlip);
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glm::vec2 scale_b = glm::vec2(float(w_b) / float(atlas_w),
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float(h_b) / float(atlas_h));
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BufferVertex v[4];
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glm::vec4 p0 = n.getGlobalTransformMatrix() * glm::vec4(0, 0, 0, 1);
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glm::vec4 p1 = n.getGlobalTransformMatrix() * glm::vec4(w, 0, 0, 1);
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glm::vec4 p2 = n.getGlobalTransformMatrix() * glm::vec4(w, h, 0, 1);
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glm::vec4 p3 = n.getGlobalTransformMatrix() * glm::vec4(0, h, 0, 1);
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glm::vec2 uv0_a = glm::vec2();
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glm::vec2 uv0_b = glm::vec2();
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glm::vec2 uv1_a = glm::vec2();
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glm::vec2 uv1_b = glm::vec2();
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glm::vec2 uv2_a = glm::vec2();
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glm::vec2 uv2_b = glm::vec2();
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glm::vec2 uv3_a = glm::vec2();
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glm::vec2 uv3_b = glm::vec2();
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vertices.push_back(BufferVertex{
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{p0.x, p0.y, p0.z, p0.w},
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{uv0_a.x, uv0_a.y},
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{uv0_b.x, uv0_b.y}
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});
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vertices.push_back(BufferVertex{
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{p1.x, p1.y, p1.z, p1.w},
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{uv1_a.x, uv1_a.y},
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{uv1_b.x, uv1_b.y}
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});
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vertices.push_back(BufferVertex{
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{p2.x, p2.y, p2.z, p2.w},
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{uv2_a.x, uv2_a.y},
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{uv2_b.x, uv2_b.y}
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});
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vertices.push_back(BufferVertex{
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{p3.x, p3.y, p3.z, p3.w},
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{uv3_a.x, uv3_a.y},
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{uv3_b.x, uv3_b.y}
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});
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CharacterDrawParameters characterDrawParameters;
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characterDrawParameters.unitRange = unitRange;
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characterDrawParameters.fontColor = color;
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characterDrawParameters.bgColor = uboParameters.bgColor;
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characterDrawParameters.translation_a = translation_a;
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characterDrawParameters.translation_b = translation_b;
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characterDrawParameters.scale_a = scale_a;
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characterDrawParameters.scale_b = scale_b;
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characterDrawParameters.mix = mix;
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parameters.push_back(characterDrawParameters);
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if(isInside(camera, p0)
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|| isInside(camera, p1)
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|| isInside(camera, p2)
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|| isInside(camera, p3)){
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glm::vec3 screenPosition = camera.worldToScreen(p0);
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glm::vec3 cameraPosition = camera.worldToCamera(p0);
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glm::vec2 uv0_a = translation_a;
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glm::vec2 uv0_b = translation_b;
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glm::vec2 uv1_a = glm::vec2(0, scale_a.y) + translation_a;
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glm::vec2 uv1_b = glm::vec2(0, scale_b.y) + translation_b;
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glm::vec2 uv2_a = scale_a + translation_a;
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glm::vec2 uv2_b = scale_a + translation_a;
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glm::vec2 uv3_a = glm::vec2(scale_a.x, 0) + translation_a;
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glm::vec2 uv3_b = glm::vec2(scale_b.x, 0) + translation_b;
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int32_t base = static_cast <int32_t>(vertices.size());
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vertices.push_back(BufferVertex{
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{p0.x, p0.y, p0.z, p0.w},
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{uv0_a.x, uv0_a.y},
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{uv0_b.x, uv0_b.y},
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{color.r, color.g, color.b, color.a},
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mix
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});
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vertices.push_back(BufferVertex{
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{p1.x, p1.y, p1.z, p1.w},
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{uv1_a.x, uv1_a.y},
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{uv1_b.x, uv1_b.y},
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{color.r, color.g, color.b, color.a},
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mix
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});
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vertices.push_back(BufferVertex{
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{p2.x, p2.y, p2.z, p2.w},
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{uv2_a.x, uv2_a.y},
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{uv2_b.x, uv2_b.y},
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{color.r, color.g, color.b, color.a},
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mix
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});
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vertices.push_back(BufferVertex{
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{p3.x, p3.y, p3.z, p3.w},
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{uv3_a.x, uv3_a.y},
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{uv3_b.x, uv3_b.y},
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{color.r, color.g, color.b, color.a},
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mix
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});
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indices.insert(indices.end(), {base, base + 1, base + 2, base + 2, base + 3, base});
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nElements++;
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}
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}
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void MsdfLayer::setAtlas(shared_ptr <ofxMsdfgen::Atlas> _atlas){
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atlas = _atlas;
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@ -25,17 +25,8 @@ class MsdfLayer : public Layer {
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GLfloat position[4];
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GLfloat uv_a[2];
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GLfloat uv_b[2];
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};
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struct CharacterDrawParameters {
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glm::vec2 dimensions;
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glm::vec4 fontColor;
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glm::vec4 bgColor;
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glm::vec2 unitRange;
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glm::vec2 translation_a;
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glm::vec2 scale_a;
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glm::vec2 translation_b;
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glm::vec2 scale_b;
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float mix;
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GLfloat color[4];
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GLfloat mix;
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};
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void setup(const LayerSettings & settings = LayerSettings()) override;
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void update() override;
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@ -67,6 +58,7 @@ class MsdfLayer : public Layer {
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void setBoundingBox(const Layer::BoundingBox & boundingBox) override;
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void collectCharacter(const char character,
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const ofNode & node,
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const ofCamera & camera,
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glm::vec4 color = glm::vec4(1, 1, 1, 1),
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ofxVariableLab::FontVariation fontVariation = ofxVariableLab::FontVariation());
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@ -88,7 +80,8 @@ class MsdfLayer : public Layer {
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UboParameters uboParameters;
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std::vector <BufferVertex> vertices;
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std::vector <CharacterDrawParameters> parameters;
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std::vector <int32_t> indices;
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int nElements = 0;
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private:
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Props lastProps;
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19
src/Utils.h
19
src/Utils.h
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@ -6,6 +6,10 @@
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#include <set>
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#include <glm/glm.hpp>
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#include "json.hpp"
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#include "ofAppRunner.h"
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#include "of3dGraphics.h"
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#include "ofCamera.h"
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#include "ofUtils.h"
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#include FT_MULTIPLE_MASTERS_H
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@ -163,4 +167,19 @@ static bool isInside(float px, float py, float x, float y, float w, float h){
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return px >= x && px <= x + w && py >= y && py <= y + h;
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}
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static bool isInside(const ofCamera & camera, const glm::vec4 & position){
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const auto & viewport = ofGetCurrentRenderer()->getCurrentViewport();
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glm::vec3 screenPosition = camera.worldToScreen(position);
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glm::vec3 cameraPosition = camera.worldToCamera(position);
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//glm::mat4 clipSpaceToWorld = camera.getGlobalTransformMatrix() * glm::inverse(camera.getProjectionMatrix(viewport));
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//glm::mat4 worldToClipSpace = camera.getProjectionMatrix(viewport);
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//glm::vec4 worldSpacePosition = position * worldToClipSpace;
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if(screenPosition.x >= 0.0f && screenPosition.x <= ofGetWidth()
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&& screenPosition.y >= 0.0f && screenPosition.y <= ofGetHeight()
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&& screenPosition.z <= 1.0f){
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return true;
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}
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return false;
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}
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}
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