use uniform buffer
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1ab9d7b2cc
commit
e66e5ae502
4 changed files with 63 additions and 8 deletions
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@ -1,6 +1,10 @@
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#include "MsdfAtlasLayerCombo.h"
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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 "ofFileUtils.h"
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#include <GL/glext.h>
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#include <GLES3/gl3.h>
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namespace ofxVariableLab {
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@ -20,7 +24,11 @@ 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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msdfShader->load("ofxMsdfgen/shaders/mix/ES3/shader");
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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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@ -35,6 +43,28 @@ 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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}
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void MsdfAtlasLayerCombo::setupUbo(){
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msdfShader->begin();
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GLint prog = 0;
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glGetIntegerv(GL_CURRENT_PROGRAM, &prog);
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msdfShader->end();
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glGenBuffers(1, &uboName);
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uboIndex = glGetUniformBlockIndex(prog, "ubo");
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, uboName);
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MsdfLayer::UboParameters up;
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glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::vec4) * 8, NULL, GL_DYNAMIC_DRAW);
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glUniformBlockBinding(prog, uboIndex, 0);
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for(const auto & layer : layers){
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layer->uboName = uboName;
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layer->uboIndex = uboIndex;
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}
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uboIsSetup = true;
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}
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void MsdfAtlasLayerCombo::careForChild(shared_ptr <Layer> layer){
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@ -44,6 +74,8 @@ void MsdfAtlasLayerCombo::careForChild(shared_ptr <Layer> layer){
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msdfLayer->setDirtyDirty(true);
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msdfLayer->setAtlas(this->atlas);
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msdfLayer->setShader(msdfShader);
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msdfLayer->uboName = uboName;
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msdfLayer->uboIndex = uboIndex;
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msdfLayer->scaleFactor = scaleFactor;
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auto & as = atlas->settings;
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for(const char c : layer->getProps().text){
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@ -34,5 +34,10 @@ class MsdfAtlasLayerCombo : public AtlasLayerCombo {
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ComboIdentifier identifier;
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bool isDirty = false;
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float scaleFactor = 1.0;
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GLuint uboName;
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GLint uboIndex;
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void setupUbo();
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bool uboIsSetup = false;
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};
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}
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@ -136,6 +136,7 @@ void MsdfLayer::draw(glm::vec3 position){
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//cout << "translation_a: " << ofToString(translation_a) << endl;
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//cout << "scale_a: " << ofToString(scale_a) << endl;
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//}
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//
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shader->begin();
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shader->setUniform4f("fontColor", ofFloatColor::yellow);
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shader->setUniform2f("translation_a", translation_a);
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@ -143,6 +144,7 @@ void MsdfLayer::draw(glm::vec3 position){
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shader->setUniform2f("translation_b", translation_b);
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shader->setUniform2f("scale_b", scale_b);
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shader->setUniform1f("msdf_mix", mix);
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atlasImage.draw(0, 0, w, h);
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shader->end();
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ofPopMatrix();
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@ -176,7 +178,7 @@ void MsdfLayer::drawCharacter(const char character,
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shader->begin();
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shader->setUniformTexture("msdf", atlasImage.getTexture(), 0);
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shader->setUniform2f("unitRange", unitRange);
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//shader->setUniform2f("unitRange", unitRange);
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shader->end();
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ofPushMatrix();
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@ -244,12 +246,15 @@ void MsdfLayer::drawCharacter(const char character,
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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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shader->begin();
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shader->setUniform4f("fontColor", color);
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shader->setUniform2f("translation_a", translation_a);
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shader->setUniform2f("scale_a", scale_a);
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shader->setUniform2f("translation_b", translation_b);
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shader->setUniform2f("scale_b", scale_b);
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shader->setUniform1f("msdf_mix", mix);
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uboParameters.unitRange = unitRange;
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uboParameters.fontColor = color;
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uboParameters.translation_a = translation_a;
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uboParameters.translation_b = translation_b;
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uboParameters.scale_a = scale_a;
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uboParameters.scale_b = scale_b;
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uboParameters.mix = mix;
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, uboName);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UboParameters), &uboParameters);
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ofRotateDeg(rotation, 0, 0, 1);
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atlasImage.draw(0, 0, w * scale, h * scale);
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shader->end();
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@ -11,6 +11,16 @@ namespace ofxVariableLab {
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class MsdfLayer : public Layer {
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public:
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struct UboParameters {
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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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};
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void setup(const LayerSettings & settings = LayerSettings()) override;
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void update() override;
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void draw(glm::vec3 position = glm::vec3(0, 0, 0)) override;
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@ -53,6 +63,9 @@ class MsdfLayer : public Layer {
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string id = "";
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VFlipState vFlip = V_FLIP_UNKNOWN;
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float scaleFactor = 1.0;
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GLuint uboName;
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GLint uboIndex;
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UboParameters uboParameters;
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private:
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Props lastProps;
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