feat: add ui renderer

This commit is contained in:
2026-03-21 11:19:23 +08:00
parent 3916a72ca3
commit c62f2baf7c
12 changed files with 204 additions and 36 deletions

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assets/texture/ui/0.png Normal file

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@@ -20,15 +20,16 @@ public:
private: private:
Camera m_camera; Camera m_camera;
TextureManager m_texture_manager;
World m_world; World m_world;
Renderer m_renderer{m_camera, m_world}; Renderer m_renderer{m_camera, m_world, m_texture_manager};
Window m_window{m_renderer}; Window m_window{m_renderer};
GLuint m_texture_array; GLuint m_texture_array;
TextureManager m_texture_manager;
void init(); void init();

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@@ -3,7 +3,7 @@ constexpr int WORLD_SIZE_X = 32;
constexpr int WORLD_SIZE_Z = 32; constexpr int WORLD_SIZE_Z = 32;
constexpr int WORLD_SIZE_Y = 16; constexpr int WORLD_SIZE_Y = 16;
constexpr int MAX_BLOCK_NUM = 2; constexpr int MAX_BLOCK_NUM = 2;
constexpr int MAX_UI_NUM = 1;
constexpr int CHUCK_SIZE = 16; constexpr int CHUCK_SIZE = 16;
constexpr int DISTANCE = 8; constexpr int DISTANCE = 8;
@@ -82,4 +82,34 @@ constexpr int OUTLINE_CUBE_INDICES[24] = {
0,1, 1,2, 2,3, 3,0, 0,1, 1,2, 2,3, 3,0,
4,5, 5,6, 6,7, 7,4, 4,5, 5,6, 6,7, 7,4,
0,4, 1,5, 2,6, 3,7 0,4, 1,5, 2,6, 3,7
}; };
constexpr float SQUARE_VERTICES[6][2] = {
-0.5f, -0.5f, // bottom left
-0.5f, 0.5f, // top left
0.5f, 0.5f, // top right
0.5f, 0.5f, // top right
0.5f, -0.5f, // bottom right
-0.5f, -0.5f // bottom left
};
constexpr float SQUARE_TEXTURE_POS[6][2] = {
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
};
struct Vertex {
float x, y, z;
float s, t;
float layer;
};
struct Vertex2D {
float x, y;
float s, t;
float layer;
};

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@@ -13,8 +13,4 @@ struct ChunkPos {
}; };
}; };
struct Vertex {
float x, y, z;
float s, t;
float layer;
};

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@@ -1,22 +1,27 @@
#pragma once #pragma once
#include <Cubed/config.hpp>
#include <glad/glad.h> #include <glad/glad.h>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <vector> #include <vector>
class Camera; class Camera;
class TextureManager;
class World; class World;
class Renderer { class Renderer {
public: public:
constexpr static int NUM_VAO = 1; constexpr static int NUM_VAO = 1;
Renderer(const Camera& camera, World& world); Renderer(const Camera& camera, World& world, const TextureManager& texture_manager);
~Renderer(); ~Renderer();
void init(); void init();
void render(GLuint texture_array); void render();
void update_proj_matrix(float aspect); void update_proj_matrix(float aspect, float width, float height);
private: private:
const Camera& m_camera; const Camera& m_camera;
const TextureManager& m_texture_manager;
World& m_world; World& m_world;
glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat; glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat;
@@ -27,13 +32,20 @@ private:
GLuint m_sky_vbo; GLuint m_sky_vbo;
GLuint m_outline_indices_vbo; GLuint m_outline_indices_vbo;
GLuint m_outline_vbo; GLuint m_outline_vbo;
GLuint m_ui_vbo;
GLuint m_sky_program; GLuint m_sky_program;
GLuint m_outline_program; GLuint m_outline_program;
GLuint m_ui_program;
GLuint m_world_program; GLuint m_world_program;
glm::mat4 m_ui_proj;
glm::mat4 m_ui_m_matrix;
std::vector<GLuint> m_vao; std::vector<GLuint> m_vao;
std::vector<Vertex2D> m_ui;
void render_outline(); void render_outline();
void render_sky(); void render_sky();
void render_ui();
}; };

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@@ -6,19 +6,20 @@
class TextureManager { class TextureManager {
private: private:
GLuint m_texture_array;
GLuint m_block_status_array; GLuint m_block_status_array;
void load_block_status(int status_id); GLuint m_texture_array;
GLuint m_ui_array;
void load_block_status(unsigned status_id);
void load_block_texture(unsigned block_id); void load_block_texture(unsigned block_id);
void load_ui_texture(unsigned id);
public: public:
TextureManager(); TextureManager();
~TextureManager(); ~TextureManager();
void delet_texture(); void delet_texture();
GLuint get_block_status_array(); GLuint get_block_status_array() const;
GLuint get_texture_array(); GLuint get_texture_array() const;
GLuint get_ui_array() const;
// Must call after MapTable::init_map() and glfwMakeContextCurrent(window); // Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
void init_texture(); void init_texture();
}; };

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@@ -36,7 +36,7 @@ void App::init() {
m_renderer.init(); m_renderer.init();
m_window.update_viewport(); m_window.update_viewport();
MapTable::init_map(); //MapTable::init_map();
m_texture_manager.init_texture(); m_texture_manager.init_texture();
m_world.init_world(); m_world.init_world();
m_texture_array = m_texture_manager.get_texture_array(); m_texture_array = m_texture_manager.get_texture_array();
@@ -98,7 +98,7 @@ void App::window_reshape_callback(GLFWwindow* window, int new_width, int new_hei
void App::render() { void App::render() {
m_renderer.render(m_texture_array); m_renderer.render();
glfwSwapBuffers(m_window.get_glfw_window()); glfwSwapBuffers(m_window.get_glfw_window());

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@@ -1,6 +1,7 @@
#include <Cubed/camera.hpp> #include <Cubed/camera.hpp>
#include <Cubed/config.hpp> #include <Cubed/config.hpp>
#include <Cubed/gameplay/world.hpp> #include <Cubed/gameplay/world.hpp>
#include <Cubed/texture_manager.hpp>
#include <Cubed/renderer.hpp> #include <Cubed/renderer.hpp>
#include <Cubed/tools/cubed_assert.hpp> #include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/log.hpp> #include <Cubed/tools/log.hpp>
@@ -8,8 +9,9 @@
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
Renderer::Renderer(const Camera& camera, World& world): Renderer::Renderer(const Camera& camera, World& world, const TextureManager& texture_manager):
m_camera(camera), m_camera(camera),
m_texture_manager(texture_manager),
m_world(world) m_world(world)
{ {
@@ -20,11 +22,13 @@ Renderer::~Renderer() {
glDeleteBuffers(1, &m_outline_vbo); glDeleteBuffers(1, &m_outline_vbo);
glDeleteBuffers(1, &m_outline_indices_vbo); glDeleteBuffers(1, &m_outline_indices_vbo);
glDeleteBuffers(1, &m_sky_vbo); glDeleteBuffers(1, &m_sky_vbo);
glDeleteBuffers(1, &m_ui_vbo);
glBindVertexArray(0); glBindVertexArray(0);
glDeleteVertexArrays(NUM_VAO, m_vao.data()); glDeleteVertexArrays(NUM_VAO, m_vao.data());
glDeleteProgram(m_world_program); glDeleteProgram(m_world_program);
glDeleteProgram(m_outline_program); glDeleteProgram(m_outline_program);
glDeleteProgram(m_sky_program); glDeleteProgram(m_sky_program);
glDeleteProgram(m_ui_program);
} }
@@ -40,10 +44,12 @@ void Renderer::init() {
m_world_program = Shader::create_shader_program("shaders/block_v_shader.glsl", "shaders/block_f_shader.glsl"); m_world_program = Shader::create_shader_program("shaders/block_v_shader.glsl", "shaders/block_f_shader.glsl");
m_outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl"); 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_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");
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL); glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#ifndef NDEBUG #ifndef NDEBUG
glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) { glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) {
@@ -69,14 +75,26 @@ void Renderer::init() {
glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo); glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS, GL_STATIC_DRAW);
glGenBuffers(1, &m_ui_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
for (int i = 0; i < 6; i++) {
Vertex2D vex {
SQUARE_VERTICES[i][0],
SQUARE_VERTICES[i][1],
SQUARE_TEXTURE_POS[i][0],
SQUARE_TEXTURE_POS[i][1],
0
};
m_ui.emplace_back(vex);
}
glBufferData(GL_ARRAY_BUFFER, m_ui.size() * sizeof(Vertex2D), m_ui.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
} }
void Renderer::render(GLuint texture_array) { void Renderer::render() {
glClearColor(0.0, 0.0, 0.0, 1.0); glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT);
@@ -88,7 +106,7 @@ void Renderer::render(GLuint texture_array) {
m_proj_loc = glGetUniformLocation(m_world_program, "proj_matrix"); m_proj_loc = glGetUniformLocation(m_world_program, "proj_matrix");
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array); glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array());
m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f)); m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
m_v_mat = m_camera.get_camera_lookat(); m_v_mat = m_camera.get_camera_lookat();
m_mv_mat = m_v_mat * m_m_mat; m_mv_mat = m_v_mat * m_m_mat;
@@ -98,6 +116,8 @@ void Renderer::render(GLuint texture_array) {
m_world.render(m_mvp_mat); m_world.render(m_mvp_mat);
render_outline(); render_outline();
render_ui();
} }
void Renderer::render_outline() { void Renderer::render_outline() {
@@ -150,6 +170,41 @@ void Renderer::render_sky() {
} }
void Renderer::update_proj_matrix(float aspect) { void Renderer::render_ui() {
glUseProgram(m_ui_program);
glDisable(GL_DEPTH_TEST);
m_mv_loc = glGetUniformLocation(m_ui_program, "m_matrix");
m_proj_loc = glGetUniformLocation(m_ui_program, "proj_matrix");
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_ui_m_matrix));
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
glVertexAttribPointer(0, 3, 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);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_ui_array());
glDrawArrays(GL_TRIANGLES, 0, 6);
Shader::check_opengl_error();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
}
void Renderer::update_proj_matrix(float aspect, float width, float height) {
m_p_mat = glm::perspective(glm::radians(FOV), aspect, 0.1f, 1000.0f); m_p_mat = glm::perspective(glm::radians(FOV), aspect, 0.1f, 1000.0f);
m_ui_proj = glm::ortho(0.0f, width, height, 0.0f, -1.0f, 1.0f);
// scale and then translate
m_ui_m_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(width / 2.0f, height / 2.0f, 0.0)) *
glm::scale(glm::mat4(1.0f), glm::vec3(50.0f, 50.0f, 1.0f));
} }

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@@ -0,0 +1,12 @@
#version 460
in vec2 tc;
flat in int tex_layer;
out vec4 color;
layout (binding = 0) uniform sampler2DArray samp;
void main(void) {
color = texture(samp, vec3(tc, tex_layer));
}

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@@ -0,0 +1,18 @@
#version 460
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 m_matrix;
uniform mat4 proj_matrix;
void main(void) {
gl_Position = proj_matrix * m_matrix * vec4(pos, 0.0, 1.0);
tc = texCoord;
tex_layer = int(layer);
}

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@@ -17,14 +17,19 @@ void TextureManager::delet_texture() {
LOG::info("Successfully delete all texture"); LOG::info("Successfully delete all texture");
} }
GLuint TextureManager::get_block_status_array() { GLuint TextureManager::get_block_status_array() const{
return m_block_status_array; return m_block_status_array;
} }
GLuint TextureManager::get_texture_array() { GLuint TextureManager::get_texture_array() const{
return m_texture_array; return m_texture_array;
} }
void TextureManager::load_block_status(int id) {
GLuint TextureManager::get_ui_array() const{
return m_ui_array;
}
void TextureManager::load_block_status(unsigned id) {
CUBED_ASSERT_MSG(id < MAX_BLOCK_STATUS, "Exceed the max status sum limit"); CUBED_ASSERT_MSG(id < MAX_BLOCK_STATUS, "Exceed the max status sum limit");
std::string path = "assets/texture/status/" + std::to_string(id) + ".png"; std::string path = "assets/texture/status/" + std::to_string(id) + ".png";
@@ -39,6 +44,7 @@ void TextureManager::load_block_status(int id) {
); );
Shader::delete_image_data(image_data); Shader::delete_image_data(image_data);
} }
void TextureManager::load_block_texture(unsigned id) { void TextureManager::load_block_texture(unsigned id) {
CUBED_ASSERT_MSG(id < MAX_BLOCK_NUM, "Exceed the max block sum limit"); CUBED_ASSERT_MSG(id < MAX_BLOCK_NUM, "Exceed the max block sum limit");
const std::string& name = MapTable::get_name_from_id(id); const std::string& name = MapTable::get_name_from_id(id);
@@ -71,6 +77,23 @@ void TextureManager::load_block_texture(unsigned id) {
} }
void TextureManager::load_ui_texture(unsigned id) {
CUBED_ASSERT_MSG(id < MAX_UI_NUM, "Exceed the max ui sum limit");
std::string path = "assets/texture/ui/" + std::to_string(id) + ".png";
unsigned char* image_data = nullptr;
image_data = (Shader::load_image_data(path));
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ui_array);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0,
0 ,0, id,
16, 16, 1,
GL_RGBA, GL_UNSIGNED_BYTE,
image_data
);
Shader::delete_image_data(image_data);
}
void TextureManager::init_texture() { void TextureManager::init_texture() {
MapTable::init_map(); MapTable::init_map();
@@ -133,6 +156,26 @@ void TextureManager::init_texture() {
if (max_aniso > 0.0f) { if (max_aniso > 0.0f) {
LOG::info("Support anisotropic filtering max_aniso is {}", max_aniso); LOG::info("Support anisotropic filtering max_aniso is {}", max_aniso);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY, max_aniso); glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY, max_aniso);
} }
glGenTextures(1, &m_ui_array);
Shader::check_opengl_error();
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ui_array);
Shader::check_opengl_error();
glTexImage3D(GL_TEXTURE_2D_ARRAY,
0, GL_RGBA,
16, 16,
MAX_UI_NUM,
0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
Shader::check_opengl_error();
for (int i = 0; i < MAX_UI_NUM; i++) {
load_ui_texture(i);
}
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ui_array);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
} }

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@@ -27,7 +27,7 @@ void Window::update_viewport() {
glfwGetFramebufferSize(m_window, &m_width, &m_height); glfwGetFramebufferSize(m_window, &m_width, &m_height);
m_aspect = (float)m_width / (float)m_height; m_aspect = (float)m_width / (float)m_height;
glViewport(0, 0, m_width, m_height); glViewport(0, 0, m_width, m_height);
m_renderer.update_proj_matrix(m_aspect); m_renderer.update_proj_matrix(m_aspect, m_width, m_height) ;
} }