perf: optimize text rendering performance

This commit is contained in:
2026-03-28 16:22:38 +08:00
parent c37c45ad19
commit a7c42f249d
6 changed files with 89 additions and 47 deletions

View File

@@ -8,7 +8,7 @@ constexpr int MAX_UI_NUM = 1;
constexpr int CHUCK_SIZE = 16;
constexpr int DISTANCE = 8;
constexpr int MAX_BLOCK_STATUS = 1;
constexpr int MAX_CHARACTER = 128;
constexpr float FOV = 70.0f;
constexpr float VERTICES_POS[6][6][3] = {

View File

@@ -9,7 +9,8 @@
#include <unordered_map>
struct Character {
GLuint texture_id;
glm::vec2 uv_min;
glm::vec2 uv_max;
glm::ivec2 size;
glm::ivec2 bearing;
GLuint advance;
@@ -20,12 +21,16 @@ public:
Font();
~Font();
static void render_text(GLuint program, GLuint vbo, const std::string& text, float x, float y, float scale, const glm::vec3& color);
static void render_text(GLuint program, const std::string& text, float x, float y, float scale, const glm::vec3& color);
private:
FT_Library m_ft;
FT_Face m_face;
float m_texture_width = 64;
float m_texture_height = 64;
GLuint m_text_texture;
std::unordered_map<char8_t, Character> m_characters;
void load_character(char8_t c);

View File

@@ -187,7 +187,8 @@ void Renderer::render_text() {
m_proj_loc = glGetUniformLocation(m_text_program, "projection");
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
Font::render_text(m_text_program, m_text_vbo, std::string{"fps" + std::to_string(static_cast<int>(App::get_fps()))}, 0.0f, 50.0f, 1.0f, glm::vec3(1.0f, 1.0f, 1.0f));
Font::render_text(m_text_program, std::string{"FPS: " + std::to_string(static_cast<int>(App::get_fps()))}, 0.0f, 50.0f, 1.0f, glm::vec3(1.0f, 1.0f, 1.0f));
Font::render_text(m_text_program, "Version: v0.0.1-Debug", 0.0f, 100.0f, 0.8f, glm::vec3(1.0f, 1.0f, 1.0f));
glEnable(GL_DEPTH_TEST);
}

View File

@@ -1,12 +1,14 @@
#version 460
in vec2 texCoord;
out vec4 color;
in vec2 tc;
flat in int tex_layer;
layout (binding = 0) uniform sampler2D text;
layout (binding = 0) uniform sampler2DArray text;
uniform vec3 textColor;
out vec4 color;
void main(void) {
vec4 smapled = vec4(1.0, 1.0, 1.0, texture(text, texCoord).r);
vec4 smapled = vec4(1.0, 1.0, 1.0, texture(text, vec3(tc, tex_layer)).r);
color = vec4(textColor, 1.0) * smapled;
}

View File

@@ -1,11 +1,15 @@
#version 460
layout (location = 0) in vec4 vertex;
out vec2 texCoord;
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in float layer;
out vec2 tc;
flat out int tex_layer;
uniform mat4 projection;
void main(void) {
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
texCoord = vec2(vertex.zw);
gl_Position = projection * vec4(pos, 0.0, 1.0);
tc = texCoord;
tex_layer = int(layer);
}

View File

@@ -1,5 +1,4 @@
#include <Cubed/config.hpp>
#include <Cubed/tools/font.hpp>
#include <Cubed/tools/log.hpp>
@@ -24,7 +23,7 @@ Font::~Font() {
FT_Done_Face(m_face);
FT_Done_FreeType(m_ft);
for (const auto& [key, character] : m_characters) {
glDeleteTextures(1, &character.texture_id);
glDeleteTextures(1, &m_text_texture);
}
}
@@ -33,27 +32,25 @@ void Font::load_character(char8_t c) {
LOG::error("FREETYTPE: Failed to load Glyph");
return;
}
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
const auto& width = m_face->glyph->bitmap.width;
const auto& height = m_face->glyph->bitmap.rows;
glTexSubImage3D(
GL_TEXTURE_2D_ARRAY,
0,
GL_RED,
m_face->glyph->bitmap.width,
m_face->glyph->bitmap.rows,
0,
0,
static_cast<int>(c),
width,
height,
1,
GL_RED,
GL_UNSIGNED_BYTE,
m_face->glyph->bitmap.buffer
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
Character character = {
texture,
glm::vec2{0.0f, 0.0f},
glm::vec2{static_cast<float>(width) / m_texture_width, static_cast<float>(height) / m_texture_height},
glm::ivec2(m_face->glyph->bitmap.width, m_face->glyph->bitmap.rows),
glm::ivec2(m_face->glyph->bitmap_left, m_face->glyph->bitmap_top),
static_cast<GLuint>(m_face->glyph->advance.x)
@@ -63,19 +60,44 @@ void Font::load_character(char8_t c) {
}
void Font::setup_font_character() {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &m_text_texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_text_texture);
glTexImage3D(
GL_TEXTURE_2D_ARRAY,
0,
GL_RED,
m_texture_width,
m_texture_height,
MAX_CHARACTER,
0,
GL_RED,
GL_UNSIGNED_BYTE,
nullptr
);
for (char8_t c = 0; c < 128; c++) {
load_character(c);
}
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
}
void Font::render_text(GLuint program, GLuint vbo, const std::string& text, float x, float y, float scale, const glm::vec3& color) {
void Font::render_text(GLuint program, const std::string& text, float x, float y, float scale, const glm::vec3& color) {
static Font font;
glUseProgram(program);
glUniform3f(glGetUniformLocation(program, "textColor"), color.x, color.y, color.z);
glActiveTexture(GL_TEXTURE0);
std::vector<Vertex2D> vertices;
for (char8_t c : text) {
auto it = font.m_characters.find(c);
if (it == font.m_characters.end()) {
@@ -89,24 +111,32 @@ void Font::render_text(GLuint program, GLuint vbo, const std::string& text, floa
float w = ch.size.x * scale;
float h = ch.size.y * scale;
float vertices[6][4] {
{ xpos, ypos + h, 0.0, 1.0 },
{ xpos, ypos, 0.0, 0.0 },
{ xpos + w, ypos, 1.0, 0.0 },
{ xpos, ypos + h, 0.0, 1.0 },
{ xpos + w, ypos, 1.0, 0.0 },
{ xpos + w, ypos + h, 1.0, 1.0 }
};
glBindTexture(GL_TEXTURE_2D, ch.texture_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
vertices.emplace_back(xpos, ypos + h, ch.uv_min.x, ch.uv_max.y, static_cast<float>(c));
vertices.emplace_back(xpos, ypos, ch.uv_min.x, ch.uv_min.y, static_cast<float>(c));
vertices.emplace_back(xpos + w, ypos, ch.uv_max.x, ch.uv_min.y, static_cast<float>(c));
vertices.emplace_back(xpos, ypos + h, ch.uv_min.x, ch.uv_max.y, static_cast<float>(c));
vertices.emplace_back(xpos + w, ypos, ch.uv_max.x, ch.uv_min.y, static_cast<float>(c));
vertices.emplace_back(xpos + w, ypos + h, ch.uv_max.x, ch.uv_max.y, static_cast<float>(c));
x += (ch.advance >> 6) * scale;
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindTexture(GL_TEXTURE_2D, 0);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex2D), vertices.data(), GL_STATIC_DRAW);
glBindTexture(GL_TEXTURE_2D_ARRAY, font.m_text_texture);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, s));
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, layer));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawArrays(GL_TRIANGLES, 0, vertices.size() * 6);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glDeleteBuffers(1, &vbo);
}