feat: add font class and render font function

This commit is contained in:
2026-03-28 12:04:31 +08:00
parent 93fbbaca2b
commit c37c45ad19
10 changed files with 217 additions and 11 deletions

View File

@@ -1,9 +1,11 @@
#include <Cubed/app.hpp>
#include <Cubed/camera.hpp>
#include <Cubed/config.hpp>
#include <Cubed/gameplay/world.hpp>
#include <Cubed/texture_manager.hpp>
#include <Cubed/renderer.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/font.hpp>
#include <Cubed/tools/log.hpp>
#include <Cubed/tools/shader_tools.hpp>
@@ -23,6 +25,7 @@ Renderer::~Renderer() {
glDeleteBuffers(1, &m_outline_indices_vbo);
glDeleteBuffers(1, &m_sky_vbo);
glDeleteBuffers(1, &m_ui_vbo);
glDeleteBuffers(1, &m_text_vbo);
glBindVertexArray(0);
glDeleteVertexArrays(NUM_VAO, m_vao.data());
glDeleteProgram(m_world_program);
@@ -45,11 +48,15 @@ void Renderer::init() {
m_outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
m_sky_program = Shader::create_shader_program("shaders/sky_v_shader.glsl", "shaders/sky_f_shader.glsl");
m_ui_program = Shader::create_shader_program("shaders/ui_v_shader.glsl", "shaders/ui_f_shader.glsl");
m_text_program = Shader::create_shader_program("shaders/text_v_shader.glsl", "shaders/text_f_shader.glsl");
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#ifndef NDEBUG
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) {
@@ -57,7 +64,6 @@ void Renderer::init() {
}, nullptr);
#endif
m_vao.resize(NUM_VAO);
glGenVertexArrays(NUM_VAO, m_vao.data());
glBindVertexArray(m_vao[0]);
@@ -91,6 +97,9 @@ void Renderer::init() {
glBufferData(GL_ARRAY_BUFFER, m_ui.size() * sizeof(Vertex2D), m_ui.data(), GL_STATIC_DRAW);
glGenBuffers(1, &m_text_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_text_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)* 6 * 4, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
@@ -118,6 +127,8 @@ void Renderer::render() {
render_outline();
render_ui();
render_text();
}
void Renderer::render_outline() {
@@ -170,6 +181,16 @@ void Renderer::render_sky() {
}
void Renderer::render_text() {
glUseProgram(m_text_program);
glDisable(GL_DEPTH_TEST);
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));
glEnable(GL_DEPTH_TEST);
}
void Renderer::render_ui() {
glUseProgram(m_ui_program);
glDisable(GL_DEPTH_TEST);