First phase moving from STBTT to FreeType

This commit is contained in:
2023-05-22 11:25:59 -07:00
parent 4a0c817a1c
commit 8328dba55c
22 changed files with 332 additions and 21 deletions

View File

@ -24,10 +24,14 @@ void RenderManager::init() {
this->lockUIShaderProgram = this->shaderManager.lockShader<SimpleTexturedShader>();
this->uiShader = this->shaderManager.getShader<SimpleTexturedShader>(this->lockUIShaderProgram);
this->lockFontShader = this->shaderManager.lockShader<FontShader>();
this->fontShader = this->shaderManager.getShader<FontShader>(this->lockFontShader);
this->renderPipeline.init();
// Prepare the initial values
glEnable(GL_TEXTURE_2D);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
@ -47,6 +51,10 @@ ShaderManager * RenderManager::getShaderManager() {
return &this->shaderManager;
}
FontManager * RenderManager::getFontManager() {
return &this->fontManager;
}
void RenderManager::setRenderFlags(renderflag_t flags) {
this->renderFlags = flags;
@ -70,4 +78,5 @@ void RenderManager::update() {
RenderManager::~RenderManager() {
this->shaderManager.releaseShader<SimpleTexturedShader>(this->lockSimpleTextured);
this->shaderManager.releaseShader<SimpleTexturedShader>(this->lockUIShaderProgram);
this->shaderManager.releaseShader<FontShader>(this->lockFontShader);
}

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@ -8,8 +8,10 @@
#include "display/BackBufferRenderTarget.hpp"
#include "display/shader/ShaderManager.hpp"
#include "display/shader/SimpleTexturedShader.hpp"
#include "display/shader/FontShader.hpp"
#include "display/shader/UIShaderProgram.hpp"
#include "display/RenderPipeline.hpp"
#include "display/font/FontManager.hpp"
#include "display/font/ExampleFont.hpp"
namespace Dawn {
@ -17,13 +19,16 @@ namespace Dawn {
private:
RenderPipeline renderPipeline;
ShaderManager shaderManager;
FontManager fontManager;
shaderlock_t lockSimpleTextured = -1;
shaderlock_t lockUIShaderProgram = -1;
shaderlock_t lockFontShader = -1;
public:
BackBufferRenderTarget backBuffer;
SimpleTexturedShader *simpleTexturedShader = nullptr;
SimpleTexturedShader *uiShader = nullptr;
FontShader *fontShader = nullptr;
ExampleFont defaultFont;
/**
@ -34,6 +39,7 @@ namespace Dawn {
RenderTarget * getBackBuffer() override;
RenderPipeline * getRenderPipeline() override;
ShaderManager * getShaderManager() override;
FontManager * getFontManager() override;
void setRenderFlags(renderflag_t renderFlags) override;
void init() override;
void update() override;

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@ -30,7 +30,10 @@ int32_t Texture::getHeight() {
}
void Texture::setSize(int32_t width, int32_t height, enum TextureFormat format) {
if(this->id != -1) glDeleteTextures(1, &this->id);
if(this->id != -1) {
glDeleteTextures(1, &this->id);
this->id = -1;
}
this->width = width;
this->height = height;
@ -101,11 +104,13 @@ void Texture::updateTextureProperties() {
switch(((enum TextureFilterMode)this->filterModeMin)) {
case TEXTURE_FILTER_MODE_NEAREST:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
break;
case TEXTURE_FILTER_MODE_LINEAR:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
break;
default:
@ -114,11 +119,13 @@ void Texture::updateTextureProperties() {
switch(((enum TextureFilterMode)this->filterModeMag)) {
case TEXTURE_FILTER_MODE_NEAREST:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
break;
case TEXTURE_FILTER_MODE_LINEAR:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
break;
default:
@ -157,7 +164,7 @@ void Texture::bufferRaw(void *data) {
this->width, this->height,
0, format, GL_UNSIGNED_BYTE, data
);
glGenerateMipmap(GL_TEXTURE_2D);
// glGenerateMipmap(GL_TEXTURE_2D);
this->texturePropertiesNeedUpdating = true;
}
@ -165,6 +172,10 @@ void Texture::buffer(struct Color pixels[]) {
this->bufferRaw((void*)pixels);
}
void Texture::buffer(uint8_t pixels[]) {
this->bufferRaw((void*)pixels);
}
Texture::~Texture() {
if(this->id != -1) glDeleteTextures(1, &this->id);
}

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@ -32,6 +32,7 @@ namespace Dawn {
void fill(struct Color) override;
bool_t isReady() override;
void buffer(struct Color pixels[]) override;
void buffer(uint8_t pixels[]) override;
/**
* Binds the texture to the given slot (for use by the shaders).

View File

@ -7,6 +7,7 @@
target_sources(${DAWN_TARGET_NAME}
PRIVATE
ShaderProgram.cpp
FontShader.cpp
SimpleTexturedShader.cpp
SimpleBillboardedShader.cpp
)

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@ -0,0 +1,69 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "FontShader.hpp"
#include "scene/components/display/mesh/MeshRenderer.hpp"
#include "scene/components/display/Camera.hpp"
using namespace Dawn;
void FontShaderProgram::compile() {
#if DAWN_OPENGL_GLSL
this->compileShader(
{
{ "aPos", 0 },
{ "aTexCoord", 1 }
},
// Vertex Shader
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec2 aTexCoord;\n"
"uniform mat4 u_Proj;\n"
"uniform mat4 u_View;\n"
"uniform mat4 u_Model;\n"
"out vec2 o_TextCoord;\n"
"void main() {\n"
"gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
"}",
// Fragment Shader
"#version 330 core\n"
"in vec2 o_TextCoord;\n"
"out vec4 o_Color;\n"
"uniform vec4 u_Color;\n"
"uniform bool u_HasTexture;\n"
"uniform sampler2D u_Text;\n"
"void main() {\n"
"o_Color = u_Color;\n"
"o_Color.a *= texture(u_Text, o_TextCoord).r;\n"
"}\n"
);
#else
#error Shader Type unknown
#endif
this->paramProjection = this->getParameterByName("u_Proj");
this->paramView = this->getParameterByName("u_View");
this->paramModel = this->getParameterByName("u_Model");
this->paramColor = this->getParameterByName("u_Color");
this->paramTexture = this->getParameterByName("u_Text");
}
void FontShader::compile() {
this->program.compile();
}
std::vector<struct ShaderPassItem> FontShader::getPassItems(
Mesh *mesh,
Material *material,
Camera *camera
) {
std::vector<struct ShaderPassItem> passes;
return passes;
}

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@ -0,0 +1,39 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/shader/ShaderManager.hpp"
namespace Dawn {
class FontShaderProgram : public ShaderProgram {
public:
shaderparameter_t paramProjection;
shaderparameter_t paramView;
shaderparameter_t paramModel;
shaderparameter_t paramColor;
shaderparameter_t paramTexture;
void compile() override;
};
class FontShader : public Shader {
public:
FontShaderProgram program;
void compile() override;
std::vector<struct ShaderPassItem> getPassItems(
Mesh *mesh,
Material *material,
Camera *camera
) override;
};
}