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 CHUCK_SIZE = 16;
constexpr int DISTANCE = 8; constexpr int DISTANCE = 8;
constexpr int MAX_BLOCK_STATUS = 1; constexpr int MAX_BLOCK_STATUS = 1;
constexpr int MAX_CHARACTER = 128;
constexpr float FOV = 70.0f; constexpr float FOV = 70.0f;
constexpr float VERTICES_POS[6][6][3] = { constexpr float VERTICES_POS[6][6][3] = {

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@@ -9,7 +9,8 @@
#include <unordered_map> #include <unordered_map>
struct Character { struct Character {
GLuint texture_id; glm::vec2 uv_min;
glm::vec2 uv_max;
glm::ivec2 size; glm::ivec2 size;
glm::ivec2 bearing; glm::ivec2 bearing;
GLuint advance; GLuint advance;
@@ -20,12 +21,16 @@ public:
Font(); Font();
~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: private:
FT_Library m_ft; FT_Library m_ft;
FT_Face m_face; 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; std::unordered_map<char8_t, Character> m_characters;
void load_character(char8_t c); void load_character(char8_t c);

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@@ -187,7 +187,8 @@ void Renderer::render_text() {
m_proj_loc = glGetUniformLocation(m_text_program, "projection"); m_proj_loc = glGetUniformLocation(m_text_program, "projection");
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj)); 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); glEnable(GL_DEPTH_TEST);
} }

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

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

View File

@@ -1,5 +1,4 @@
#include <Cubed/config.hpp>
#include <Cubed/tools/font.hpp> #include <Cubed/tools/font.hpp>
#include <Cubed/tools/log.hpp> #include <Cubed/tools/log.hpp>
@@ -24,7 +23,7 @@ Font::~Font() {
FT_Done_Face(m_face); FT_Done_Face(m_face);
FT_Done_FreeType(m_ft); FT_Done_FreeType(m_ft);
for (const auto& [key, character] : m_characters) { 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"); LOG::error("FREETYTPE: Failed to load Glyph");
return; return;
} }
GLuint texture; const auto& width = m_face->glyph->bitmap.width;
glGenTextures(1, &texture); const auto& height = m_face->glyph->bitmap.rows;
glBindTexture(GL_TEXTURE_2D, texture); glTexSubImage3D(
glTexImage2D( GL_TEXTURE_2D_ARRAY,
GL_TEXTURE_2D,
0, 0,
GL_RED,
m_face->glyph->bitmap.width,
m_face->glyph->bitmap.rows,
0, 0,
0,
static_cast<int>(c),
width,
height,
1,
GL_RED, GL_RED,
GL_UNSIGNED_BYTE, GL_UNSIGNED_BYTE,
m_face->glyph->bitmap.buffer 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 = { 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.width, m_face->glyph->bitmap.rows),
glm::ivec2(m_face->glyph->bitmap_left, m_face->glyph->bitmap_top), glm::ivec2(m_face->glyph->bitmap_left, m_face->glyph->bitmap_top),
static_cast<GLuint>(m_face->glyph->advance.x) static_cast<GLuint>(m_face->glyph->advance.x)
@@ -63,19 +60,44 @@ void Font::load_character(char8_t c) {
} }
void Font::setup_font_character() { 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++) { for (char8_t c = 0; c < 128; c++) {
load_character(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; static Font font;
glUseProgram(program); glUseProgram(program);
glUniform3f(glGetUniformLocation(program, "textColor"), color.x, color.y, color.z); glUniform3f(glGetUniformLocation(program, "textColor"), color.x, color.y, color.z);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
std::vector<Vertex2D> vertices;
for (char8_t c : text) { for (char8_t c : text) {
auto it = font.m_characters.find(c); auto it = font.m_characters.find(c);
if (it == font.m_characters.end()) { 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 w = ch.size.x * scale;
float h = ch.size.y * scale; float h = ch.size.y * scale;
float vertices[6][4] { vertices.emplace_back(xpos, ypos + h, ch.uv_min.x, ch.uv_max.y, static_cast<float>(c));
{ xpos, ypos + h, 0.0, 1.0 }, vertices.emplace_back(xpos, ypos, ch.uv_min.x, ch.uv_min.y, static_cast<float>(c));
{ xpos, ypos, 0.0, 0.0 }, vertices.emplace_back(xpos + w, ypos, ch.uv_max.x, ch.uv_min.y, static_cast<float>(c));
{ xpos + w, ypos, 1.0, 0.0 }, 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));
{ xpos, ypos + h, 0.0, 1.0 }, vertices.emplace_back(xpos + w, ypos + h, ch.uv_max.x, ch.uv_max.y, static_cast<float>(c));
{ 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);
x += (ch.advance >> 6) * scale; 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);
} }