mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-09 02:07:04 +08:00
refactor(render): use Texture, VertexBuffer, VertexArray classes
This commit is contained in:
@@ -130,12 +130,11 @@ private:
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glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat, m_norm_mat;
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std::unique_ptr<VertexBuffer> m_sky_vbo;
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std::unique_ptr<VertexBuffer> m_text_vbo = 0;
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std::unique_ptr<VertexBuffer> m_outline_indices_vbo = 0;
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std::unique_ptr<VertexBuffer> m_outline_vbo = 0;
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std::unique_ptr<VertexBuffer> m_ui_vbo = 0;
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std::unique_ptr<VertexBuffer> m_player_vbo = 0;
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std::unique_ptr<VertexBuffer> m_quad_vbo = 0;
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std::unique_ptr<VertexBuffer> m_outline_indices_vbo;
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std::unique_ptr<VertexBuffer> m_outline_vbo;
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std::unique_ptr<VertexBuffer> m_ui_vbo;
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std::unique_ptr<VertexBuffer> m_player_vbo;
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std::unique_ptr<VertexBuffer> m_quad_vbo;
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GLuint m_fbo = 0;
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std::unique_ptr<Texture> m_screen_texture;
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@@ -1,5 +1,8 @@
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#pragma once
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#include "Cubed/render/texture.hpp"
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#include <ft2build.h>
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#include <memory>
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#include FT_FREETYPE_H
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#include "Cubed/primitive_data.hpp"
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@@ -29,7 +32,7 @@ public:
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static std::vector<Vertex2D> vertices(const std::string& text,
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float x = 0.0f, float y = 0.0f,
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float scale = 1.0f);
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static GLuint text_texture();
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static const Texture* text_texture();
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static const std::string& font_path();
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private:
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@@ -39,7 +42,7 @@ private:
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float m_texture_width = 64;
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float m_texture_height = 64;
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static inline GLuint m_text_texture;
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static inline std::unique_ptr<Texture> m_text_texture;
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static inline std::string m_font_path{ASSETS_PATH
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"fonts/IBMPlexSans-Regular.ttf"};
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std::unordered_map<char8_t, Character> m_characters;
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@@ -1,6 +1,8 @@
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#pragma once
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#include "Cubed/primitive_data.hpp"
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#include "Cubed/render/vertex_array.hpp"
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#include "Cubed/render/vertex_buffer.hpp"
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#include "Cubed/ui/color.hpp"
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#include <glad/glad.h>
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@@ -27,8 +29,7 @@ public:
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Text& text(std::string_view str);
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std::size_t uuid() const;
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static void set_loc(const Shader& shader);
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void render();
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void render(const Shader& shader);
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bool operator==(const Text& other) const;
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@@ -38,14 +39,14 @@ private:
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const std::string NAME;
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const std::size_t UUID;
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std::string m_text;
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glm::vec4 m_color{1.0f, 1.0f, 1.0f, 1.0f};
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glm::mat4 m_model_matrix;
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std::vector<Vertex2D> m_vertices;
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GLuint m_vbo = 0;
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static inline GLuint m_color_loc = 0;
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static inline GLuint m_mv_loc = 0;
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std::unique_ptr<VertexBuffer> m_vbo;
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std::unique_ptr<VertexArray> m_vao;
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void update_vertices();
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void upload_to_gpu();
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@@ -34,7 +34,6 @@ Renderer::~Renderer() {
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m_outline_indices_vbo.reset();
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m_sky_vbo.reset();
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m_ui_vbo.reset();
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m_text_vbo.reset();
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m_player_vbo.reset();
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glBindVertexArray(0);
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m_vao.clear();
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@@ -141,7 +140,6 @@ void Renderer::init(bool debug_on) {
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m_player_vbo = std::make_unique<VertexBuffer>();
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m_quad_vbo = std::make_unique<VertexBuffer>();
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m_sky_vbo = std::make_unique<VertexBuffer>();
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m_text_vbo = std::make_unique<VertexBuffer>();
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m_ui_vbo = std::make_unique<VertexBuffer>();
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m_vao[2].bind();
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@@ -200,12 +198,6 @@ void Renderer::init_quad() {
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void Renderer::init_text() {
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m_vao[4].bind();
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m_text_vbo->buffer_data(NULL, sizeof(float) * 6 * 4,
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BufferUsage::DYNAMIC_DRAW);
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const auto& shader = get_shader("text");
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Text::set_loc(shader);
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DebugCollector::get().init_text();
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}
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@@ -395,8 +387,6 @@ void Renderer::render_sky() {
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void Renderer::render_text() {
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m_vao[4].bind();
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const auto& shader = get_shader("text");
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shader.use();
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@@ -410,7 +400,7 @@ void Renderer::render_text() {
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auto& texts = DebugCollector::get().all_texts();
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for (auto& t : texts) {
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t.second.render();
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t.second.render(shader);
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}
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glEnable(GL_DEPTH_TEST);
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@@ -1,9 +1,7 @@
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#include "Cubed/tools/font.hpp"
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#include "Cubed/constants.hpp"
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#include "Cubed/shader.hpp"
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#include "Cubed/tools/log.hpp"
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#include "Cubed/tools/shader_tools.hpp"
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namespace fs = std::filesystem;
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@@ -26,7 +24,6 @@ Font::~Font() {
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FT_Done_Face(m_face);
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FT_Done_FreeType(m_ft);
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glDeleteTextures(1, &m_text_texture);
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}
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void Font::load_character(char8_t c) {
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@@ -36,10 +33,9 @@ void Font::load_character(char8_t c) {
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}
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const auto& width = m_face->glyph->bitmap.width;
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const auto& height = m_face->glyph->bitmap.rows;
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_text_texture);
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, static_cast<int>(c), width,
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height, 1, GL_RED, GL_UNSIGNED_BYTE,
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m_face->glyph->bitmap.buffer);
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m_text_texture->tex_sub_image_3d(TextureFormat::RED, GL_UNSIGNED_BYTE,
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m_face->glyph->bitmap.buffer, 0, 0,
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static_cast<int>(c), width, height);
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Character character = {
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glm::vec2{0.0f, 0.0f},
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@@ -54,22 +50,16 @@ void Font::load_character(char8_t c) {
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void Font::setup_font_character() {
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &m_text_texture);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_text_texture);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RED, m_texture_width,
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m_texture_height, MAX_CHARACTER, 0, GL_RED, GL_UNSIGNED_BYTE,
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nullptr);
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m_text_texture = std::make_unique<Texture>(TextureType::TEXTURE_2D_ARRAY);
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m_text_texture->tex_image_3d(TextureFormat::RED, TextureFormat::RED,
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GL_UNSIGNED_BYTE, nullptr, m_texture_width,
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m_texture_height, MAX_CHARACTER);
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for (char8_t c = 0; c < 128; c++) {
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load_character(c);
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}
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
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m_text_texture->set_linear();
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m_text_texture->set_clamp_to_edge(false, true, true);
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}
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std::vector<Vertex2D> Font::vertices(const std::string& text, float x, float y,
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@@ -110,7 +100,7 @@ std::vector<Vertex2D> Font::vertices(const std::string& text, float x, float y,
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return vertices;
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}
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GLuint Font::text_texture() { return m_text_texture; }
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const Texture* Font::text_texture() { return m_text_texture.get(); }
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const std::string& Font::font_path() { return m_font_path; }
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@@ -9,30 +9,30 @@
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namespace Cubed {
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Text::Text(std::string_view name) : NAME(name), UUID(HASH::str(name)) {}
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Text::Text(std::string_view name)
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: NAME(name), UUID(HASH::str(name)),
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m_vbo(std::make_unique<VertexBuffer>()),
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m_vao(std::make_unique<VertexArray>()) {}
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Text::Text(std::string_view name, std::string_view str, glm::vec2 pos,
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Color color)
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: NAME(name), UUID(HASH::str(name)) {
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: NAME(name), UUID(HASH::str(name)),
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m_vbo(std::make_unique<VertexBuffer>()),
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m_vao(std::make_unique<VertexArray>()) {
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m_text.assign(str);
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m_pos = pos;
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m_color = color_value(color);
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update_vertices();
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}
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Text::~Text() {
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if (m_vbo != 0) {
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glDeleteBuffers(1, &m_vbo);
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}
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}
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Text::~Text() { m_vbo.reset(); }
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Text::Text(Text&& other) noexcept
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: m_scale(other.m_scale), m_pos(other.m_pos), NAME(other.NAME),
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UUID(other.UUID), m_text(std::move(other.m_text)), m_color(other.m_color),
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m_model_matrix(other.m_model_matrix),
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m_vertices(std::move(other.m_vertices)), m_vbo(other.m_vbo) {
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other.m_vbo = 0;
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}
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m_vertices(std::move(other.m_vertices)), m_vbo(std::move(other.m_vbo)),
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m_vao(std::move(other.m_vao)) {}
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Text& Text::color(Color color) {
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m_color = color_value(color);
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@@ -51,45 +51,24 @@ Text& Text::scale(float s) {
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std::size_t Text::uuid() const { return UUID; }
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void Text::set_loc(const Shader& shader) {
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m_color_loc = shader.loc("textColor");
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m_mv_loc = shader.loc("mv_matrix");
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}
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Text& Text::text(std::string_view str) {
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m_text.assign(str);
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update_vertices();
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return *this;
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}
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void Text::render() {
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void Text::render(const Shader& shader) {
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ASSERT_MSG(m_vbo != 0, "VBO not initialized!");
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ASSERT_MSG(!m_vertices.empty(), "Text String Not Set");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, Font::text_texture());
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ASSERT_MSG(m_color_loc, "m_color_loc is null");
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Font::text_texture()->bind(0);
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m_vao->bind();
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m_model_matrix =
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glm::translate(glm::mat4(1.0f), glm::vec3(m_pos.x, m_pos.y, 0.0f)) *
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glm::scale(glm::mat4(1.0f), glm::vec3(m_scale, m_scale, 1.0f));
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glUniform3f(m_color_loc, m_color.x, m_color.y, m_color.z);
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glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_model_matrix));
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
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(void*)offsetof(Vertex2D, s));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
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(void*)offsetof(Vertex2D, layer));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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shader.set_loc("textColor", glm::vec3(m_color.x, m_color.y, m_color.z));
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shader.set_loc("mv_matrix", m_model_matrix);
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glDrawArrays(GL_TRIANGLES, 0, m_vertices.size());
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
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}
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void Text::update_vertices() {
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@@ -98,13 +77,15 @@ void Text::update_vertices() {
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}
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void Text::upload_to_gpu() {
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if (m_vbo == 0) {
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glGenBuffers(1, &m_vbo);
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}
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ASSERT_MSG(m_vbo, "Vbo Is Not Gen");
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(Vertex2D),
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m_vertices.data(), GL_DYNAMIC_DRAW);
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m_vao->bind();
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m_vbo->buffer_data(m_vertices.data(), m_vertices.size() * sizeof(Vertex2D),
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BufferUsage::DYNAMIC_DRAW);
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m_vao->attribute(0, 2, GL_FLOAT, sizeof(Vertex2D), (void*)0);
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m_vao->attribute(1, 2, GL_FLOAT, sizeof(Vertex2D),
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(void*)offsetof(Vertex2D, s));
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m_vao->attribute(2, 1, GL_FLOAT, sizeof(Vertex2D),
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(void*)offsetof(Vertex2D, layer));
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}
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bool Text::operator==(const Text& other) const { return UUID == other.uuid(); }
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