First phase moving from STBTT to FreeType
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@ -7,6 +7,7 @@
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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ShaderProgram.cpp
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FontShader.cpp
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SimpleTexturedShader.cpp
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SimpleBillboardedShader.cpp
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)
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69
src/dawnopengl/display/shader/FontShader.cpp
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69
src/dawnopengl/display/shader/FontShader.cpp
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@ -0,0 +1,69 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "FontShader.hpp"
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#include "scene/components/display/mesh/MeshRenderer.hpp"
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#include "scene/components/display/Camera.hpp"
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using namespace Dawn;
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void FontShaderProgram::compile() {
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#if DAWN_OPENGL_GLSL
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this->compileShader(
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{
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{ "aPos", 0 },
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{ "aTexCoord", 1 }
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},
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// Vertex Shader
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec2 aTexCoord;\n"
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"uniform mat4 u_Proj;\n"
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"uniform mat4 u_View;\n"
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"uniform mat4 u_Model;\n"
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"out vec2 o_TextCoord;\n"
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"void main() {\n"
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"gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
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"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
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"}",
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// Fragment Shader
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"#version 330 core\n"
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"in vec2 o_TextCoord;\n"
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"out vec4 o_Color;\n"
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"uniform vec4 u_Color;\n"
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"uniform bool u_HasTexture;\n"
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"uniform sampler2D u_Text;\n"
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"void main() {\n"
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"o_Color = u_Color;\n"
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"o_Color.a *= texture(u_Text, o_TextCoord).r;\n"
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"}\n"
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);
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#else
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#error Shader Type unknown
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#endif
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this->paramProjection = this->getParameterByName("u_Proj");
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this->paramView = this->getParameterByName("u_View");
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this->paramModel = this->getParameterByName("u_Model");
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this->paramColor = this->getParameterByName("u_Color");
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this->paramTexture = this->getParameterByName("u_Text");
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}
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void FontShader::compile() {
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this->program.compile();
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}
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std::vector<struct ShaderPassItem> FontShader::getPassItems(
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Mesh *mesh,
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Material *material,
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Camera *camera
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) {
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std::vector<struct ShaderPassItem> passes;
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return passes;
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}
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39
src/dawnopengl/display/shader/FontShader.hpp
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39
src/dawnopengl/display/shader/FontShader.hpp
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@ -0,0 +1,39 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/shader/ShaderManager.hpp"
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namespace Dawn {
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class FontShaderProgram : public ShaderProgram {
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public:
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shaderparameter_t paramProjection;
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shaderparameter_t paramView;
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shaderparameter_t paramModel;
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shaderparameter_t paramColor;
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shaderparameter_t paramTexture;
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void compile() override;
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};
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class FontShader : public Shader {
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public:
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FontShaderProgram program;
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void compile() override;
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std::vector<struct ShaderPassItem> getPassItems(
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Mesh *mesh,
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Material *material,
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Camera *camera
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) override;
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};
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}
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