More TextRenderer work

This commit is contained in:
Atlante45 2015-05-28 14:51:57 +02:00
parent c9022212e8
commit 10c2f3f561
10 changed files with 244 additions and 159 deletions

View file

@ -24,6 +24,7 @@ TextOverlay::TextOverlay() :
_topMargin(DEFAULT_MARGIN),
_fontSize(DEFAULT_FONTSIZE)
{
_textRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY, _fontSize, DEFAULT_FONT_WEIGHT);
}
TextOverlay::TextOverlay(const TextOverlay* textOverlay) :
@ -35,6 +36,7 @@ TextOverlay::TextOverlay(const TextOverlay* textOverlay) :
_topMargin(textOverlay->_topMargin),
_fontSize(textOverlay->_fontSize)
{
_textRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY, _fontSize, DEFAULT_FONT_WEIGHT);
}
TextOverlay::~TextOverlay() {

View file

@ -60,7 +60,7 @@ public:
private:
TextRenderer* _textRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY, _fontSize, DEFAULT_FONT_WEIGHT);
TextRenderer* _textRenderer = nullptr;
QString _text;
xColor _backgroundColor;

View file

@ -20,52 +20,39 @@
#include "RenderableTextEntityItem.h"
#include "GLMHelpers.h"
EntityItem* RenderableTextEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
return new RenderableTextEntityItem(entityID, properties);
}
void RenderableTextEntityItem::render(RenderArgs* args) {
PerformanceTimer perfTimer("RenderableTextEntityItem::render");
assert(getType() == EntityTypes::Text);
glm::vec3 position = getPosition();
Q_ASSERT(getType() == EntityTypes::Text);
static const float SLIGHTLY_BEHIND = -0.005f;
glm::vec4 textColor = glm::vec4(toGlm(getTextColorX()), 1.0f);
glm::vec4 backgroundColor = glm::vec4(toGlm(getBackgroundColorX()), 1.0f);
glm::vec3 dimensions = getDimensions();
glm::vec3 halfDimensions = dimensions / 2.0f;
glm::quat rotation = getRotation();
float leftMargin = 0.1f;
float topMargin = 0.1f;
//qCDebug(entitytree) << "RenderableTextEntityItem::render() id:" << getEntityItemID() << "text:" << getText();
glPushMatrix();
{
glTranslatef(position.x, position.y, position.z);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
float alpha = 1.0f; //getBackgroundAlpha();
static const float SLIGHTLY_BEHIND = -0.005f;
glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND);
glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND);
// TODO: Determine if we want these entities to have the deferred lighting effect? I think we do, so that the color
// used for a sphere, or box have the same look as those used on a text entity.
//DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram();
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, glm::vec4(toGlm(getBackgroundColorX()), alpha));
//DependencyManager::get<DeferredLightingEffect>()->releaseSimpleProgram();
glTranslatef(-(halfDimensions.x - leftMargin), halfDimensions.y - topMargin, 0.0f);
glm::vec4 textColor(toGlm(getTextColorX()), alpha);
// this is a ratio determined through experimentation
const float scaleFactor = 0.08f * _lineHeight;
glScalef(scaleFactor, -scaleFactor, scaleFactor);
glm::vec2 bounds(dimensions.x / scaleFactor, dimensions.y / scaleFactor);
_textRenderer->draw(0, 0, _text, textColor, bounds);
}
glPopMatrix();
glm::vec2 bounds = glm::vec2(dimensions.x, dimensions.y);
Transform transformToTopLeft = getTransformToCenter();
transformToTopLeft.postTranslate(glm::vec3(-0.5f, 0.5f, 0.0f)); // Go to the top left
transformToTopLeft.setScale(1.0f); // Use a scale of one so that the text is not deformed
// Batch render calls
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
batch.setModelTransform(transformToTopLeft);
// Render background
glm::vec3 minCorner = glm::vec3(0.0f, -dimensions.y, SLIGHTLY_BEHIND);
glm::vec3 maxCorner = glm::vec3(dimensions.x, 0.0f, SLIGHTLY_BEHIND);
DependencyManager::get<DeferredLightingEffect>()->renderQuad(batch, minCorner, maxCorner, backgroundColor);
float scale = _lineHeight / _textRenderer->getRowHeight();
transformToTopLeft.setScale(scale);
batch.setModelTransform(transformToTopLeft);
_textRenderer->draw3D(batch, 0.0f, 0.0f, _text, textColor, bounds / scale);
}

View file

@ -131,23 +131,23 @@ void GLBackend::updateInput() {
#endif
if (useClientState) {
switch (slot) {
case Stream::POSITION:
glVertexPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::NORMAL:
glNormalPointer(type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::COLOR:
glColorPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::TEXCOORD:
glTexCoordPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::POSITION:
glVertexPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::NORMAL:
glNormalPointer(type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::COLOR:
glColorPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
case Stream::TEXCOORD:
glTexCoordPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
break;
};
} else {
GLboolean isNormalized = attrib._element.isNormalized();
glVertexAttribPointer(slot, count, type, isNormalized, stride,
reinterpret_cast<GLvoid*>(pointer));
reinterpret_cast<GLvoid*>(pointer));
}
(void) CHECK_GL_ERROR();
}

View file

@ -10,8 +10,8 @@
//
#include "Stream.h"
#include <algorithm> //min max and more
#include <algorithm> //min max and more
using namespace gpu;

View file

@ -17,11 +17,11 @@
namespace gpu {
// THe spherical harmonics is a nice tool for cubemap, so if required, the irradiance SH can be automatically generated
// with the cube texture
class Texture;
class SphericalHarmonics {
public:
// THe spherical harmonics is a nice tool for cubemap, so if required, the irradiance SH can be automatically generated
// with the cube texture
class Texture;
class SphericalHarmonics {
public:
glm::vec3 L00 ; float spare0;
glm::vec3 L1m1 ; float spare1;
glm::vec3 L10 ; float spare2;
@ -44,15 +44,15 @@ public:
VINE_STREET_KITCHEN,
BREEZEWAY,
CAMPUS_SUNSET,
FUNSTON_BEACH_SUNSET,
NUM_PRESET,
FUNSTON_BEACH_SUNSET,
NUM_PRESET,
};
void assignPreset(int p);
void evalFromTexture(const Texture& texture);
};
};
typedef std::shared_ptr< SphericalHarmonics > SHPointer;
class Sampler {
@ -438,7 +438,7 @@ public:
explicit operator bool() const { return bool(_texture); }
bool operator !() const { return (!_texture); }
};
typedef std::vector<TextureView> TextureViews;
typedef std::vector<TextureView> TextureViews;
};

View file

@ -26,6 +26,12 @@
#include "sdf_text_vert.h"
#include "sdf_text_frag.h"
#include "GeometryCache.h"
#include "DeferredLightingEffect.h"
// FIXME support the shadow effect, or remove it from the API
// FIXME figure out how to improve the anti-aliasing on the
// interior of the outline fonts
const float DEFAULT_POINT_SIZE = 12;
// Helper functions for reading binary data from an IO device
@ -44,28 +50,6 @@ void fillBuffer(QBuffer& buffer, T (&t)[N]) {
buffer.setData((const char*) t, N);
}
struct TextureVertex {
glm::vec2 pos;
glm::vec2 tex;
TextureVertex() {}
TextureVertex(const glm::vec2& pos, const glm::vec2& tex) : pos(pos), tex(tex) {}
TextureVertex(const QPointF& pos, const QPointF& tex) : pos(pos.x(), pos.y()), tex(tex.x(), tex.y()) {}
};
struct QuadBuilder {
TextureVertex vertices[4];
QuadBuilder(const QRectF& r, const QRectF& tr) {
vertices[0] = TextureVertex(r.bottomLeft(), tr.topLeft());
vertices[1] = TextureVertex(r.bottomRight(), tr.topRight());
vertices[2] = TextureVertex(r.topLeft(), tr.bottomLeft());
vertices[3] = TextureVertex(r.topRight(), tr.bottomRight());
}
};
// FIXME support the shadow effect, or remove it from the API
// FIXME figure out how to improve the anti-aliasing on the
// interior of the outline fonts
// stores the font metrics for a single character
struct Glyph {
QChar c;
@ -76,7 +60,8 @@ struct Glyph {
float d; // xadvance - adjusts character positioning
size_t indexOffset;
QRectF bounds() const { return glmToRect(offset, size); }
// We adjust bounds because offset is the bottom left corner of the font but the top left corner of a QRect
QRectF bounds() const { return glmToRect(offset, size).translated(0.0f, -size.y); }
QRectF textureBounds() const { return glmToRect(texOffset, texSize); }
void read(QIODevice& in);
@ -93,6 +78,56 @@ void Glyph::read(QIODevice& in) {
texSize = size;
}
struct TextureVertex {
glm::vec2 pos;
glm::vec2 tex;
TextureVertex() {}
TextureVertex(const glm::vec2& pos, const glm::vec2& tex) : pos(pos), tex(tex) {}
};
struct QuadBuilder {
TextureVertex vertices[4];
QuadBuilder(const glm::vec2& min, const glm::vec2& size,
const glm::vec2& texMin, const glm::vec2& texSize) {
// min = bottomLeft
vertices[0] = TextureVertex(min,
texMin + glm::vec2(0.0f, texSize.y));
vertices[1] = TextureVertex(min + glm::vec2(size.x, 0.0f),
texMin + texSize);
vertices[2] = TextureVertex(min + size,
texMin + glm::vec2(texSize.x, 0.0f));
vertices[3] = TextureVertex(min + glm::vec2(0.0f, size.y),
texMin);
}
QuadBuilder(const Glyph& glyph, const glm::vec2& offset) :
QuadBuilder(offset + glyph.offset - glm::vec2(0.0f, glyph.size.y), glyph.size,
glyph.texOffset, glyph.texSize) {}
};
QDebug operator<<(QDebug debug, glm::vec2& value) {
debug << value.x << value.y;
return debug;
}
QDebug operator<<(QDebug debug, glm::vec3& value) {
debug << value.x << value.y << value.z;
return debug;
}
QDebug operator<<(QDebug debug, TextureVertex& value) {
debug << "Pos:" << value.pos << ", Tex:" << value.tex;
return debug;
}
QDebug operator<<(QDebug debug, QuadBuilder& value) {
debug << '\n' << value.vertices[0]
<< '\n' << value.vertices[1]
<< '\n' << value.vertices[2]
<< '\n' << value.vertices[3];
return debug;
}
class Font {
public:
Font();
@ -100,6 +135,7 @@ public:
void read(QIODevice& path);
glm::vec2 computeExtent(const QString& str) const;
float getRowHeight() const { return _rowHeight; }
// Render string to batch
void drawString(gpu::Batch& batch, float x, float y, const QString& str,
@ -113,6 +149,8 @@ private:
const Glyph& getGlyph(const QChar& c) const;
void setupGPU();
// maps characters to cached glyph info
// HACK... the operator[] const for QHash returns a
// copy of the value, not a const value reference, so
@ -129,14 +167,20 @@ private:
float _descent = 0.0f;
float _spaceWidth = 0.0f;
bool _initialized = false;
// gpu structures
static const unsigned int VERTEX_BUFFER_CHANNEL = 0;
gpu::PipelinePointer _pipeline;
gpu::TexturePointer _texture;
gpu::Stream::FormatPointer _format;
gpu::BufferPointer _vertices;
gpu::BufferPointer _verticesBuffer;
gpu::BufferStreamPointer _stream;
unsigned int _numVertices = 0;
int _fontLoc = -1;
int _outlineLoc = -1;
int _colorLoc = -1;
// last string render characteristics
QString _lastStringRendered;
glm::vec2 _lastBounds;
@ -283,17 +327,6 @@ void Font::read(QIODevice& in) {
if (!image.loadFromData(in.readAll(), "PNG")) {
qFatal("Failed to read SDFF image");
}
gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB);
gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB);
if (image.hasAlphaChannel()) {
formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA);
formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::BGRA);
}
_texture = gpu::TexturePointer(
gpu::Texture::create2D(formatGPU, image.width(), image.height(),
gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR)));
_texture->assignStoredMip(0, formatMip, image.byteCount(), image.constBits());
_texture->autoGenerateMips(-1);
_glyphs.clear();
glm::vec2 imageSize = toGlm(image.size());
@ -305,61 +338,119 @@ void Font::read(QIODevice& in) {
_glyphs[g.c] = g;
};
// Setup render pipeline
auto vertexShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(sdf_text_vert)));
auto pixelShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(sdf_text_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vertexShader, pixelShader));
qDebug() << _family << "size" << image.size();
qDebug() << _family << "format" << image.format();
image = image.convertToFormat(QImage::Format_RGBA8888);
qDebug() << _family << "size" << image.size();
qDebug() << _family << "format" << image.format();
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("Outline", 0));
slotBindings.insert(gpu::Shader::Binding("Offset", 1));
slotBindings.insert(gpu::Shader::Binding("Color", 2));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
// Setup rendering structures
static const int OFFSET = offsetof(TextureVertex, tex);
_format = gpu::Stream::FormatPointer(new gpu::Stream::Format());
_format->setAttribute(gpu::Stream::POSITION, VERTEX_BUFFER_CHANNEL, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), 0);
_format->setAttribute(gpu::Stream::TEXCOORD, VERTEX_BUFFER_CHANNEL, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), OFFSET);
gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB);
gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB);
if (image.hasAlphaChannel()) {
formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA);
formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::BGRA);
}
_texture = gpu::TexturePointer(gpu::Texture::create2D(formatGPU, image.width(), image.height(),
gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR)));
_texture->assignStoredMip(0, formatMip, image.byteCount(), image.constBits());
_texture->autoGenerateMips(-1);
}
#include <gpu/Shader.h>
void Font::setupGPU() {
if (!_initialized) {
_initialized = true;
// Setup render pipeline
auto vertexShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(sdf_text_vert)));
auto pixelShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(sdf_text_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vertexShader, pixelShader));
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
_fontLoc = program->getTextures().findLocation("Font");
_outlineLoc = program->getUniforms().findLocation("Outline");
_colorLoc = program->getUniforms().findLocation("Color");
auto f = [&] (QString str, const gpu::Shader::SlotSet& set) {
if (set.size() == 0) {
return;
}
qDebug() << str << set.size();
for (auto slot : set) {
qDebug() << " " << QString::fromStdString(slot._name) << slot._location;
}
};
f("getUniforms:", program->getUniforms());
f("getBuffers:", program->getBuffers());
f("getTextures:", program->getTextures());
f("getSamplers:", program->getSamplers());
f("getInputs:", program->getInputs());
f("getOutputs:", program->getOutputs());
qDebug() << "Texture:" << _texture.get();
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
// Sanity checks
static const int OFFSET = offsetof(TextureVertex, tex);
assert(OFFSET == sizeof(glm::vec2));
assert(sizeof(glm::vec2) == 2 * sizeof(float));
assert(sizeof(glm::vec3) == 3 * sizeof(float));
assert(sizeof(TextureVertex) == sizeof(glm::vec2) + sizeof(glm::vec2));
assert(sizeof(QuadBuilder) == 4 * sizeof(TextureVertex));
// Setup rendering structures
_format.reset(new gpu::Stream::Format());
_format->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
_format->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), OFFSET);
}
}
void Font::drawString(gpu::Batch& batch, float x, float y, const QString& str, const glm::vec4& color,
TextRenderer::EffectType effectType, const glm::vec2& bounds) {
// Top left of text
glm::vec2 advance = glm::vec2(0.0f, 0.0f);
if (str == "") {
return;
}
if (str != _lastStringRendered || bounds != _lastBounds) {
_vertices = gpu::BufferPointer(new gpu::Buffer());
_verticesBuffer.reset(new gpu::Buffer());
_numVertices = 0;
_lastStringRendered = str;
_lastBounds = bounds;
// Top left of text
glm::vec2 advance = glm::vec2(x, y);
foreach(const QString& token, tokenizeForWrapping(str)) {
bool isNewLine = token == QString('\n');
bool isNewLine = (token == QString('\n'));
bool forceNewLine = false;
// Handle wrapping
if (!isNewLine && (bounds.x != -1) && (advance.x + computeExtent(token).x)) {
if (!isNewLine && (bounds.x != -1) && (advance.x + computeExtent(token).x > bounds.x)) {
// We are out of the x bound, force new line
forceNewLine = true;
}
if (isNewLine || forceNewLine) {
// Character return, move the advance to a new line
advance = glm::vec2(0.0f, advance.y + _rowHeight);
advance = glm::vec2(0.0f, advance.y - _rowHeight);
if (isNewLine) {
// No need to draw anything, go directly to next token
continue;
} else if (computeExtent(token).x > bounds.x) {
// token will never fit, stop drawing
break;
}
}
if ((bounds.y != -1) && (advance.y + _fontSize > bounds.y)) {
if ((bounds.y != -1) && (advance.y - _fontSize < -bounds.y)) {
// We are out of the y bound, stop drawing
break;
}
@ -369,10 +460,8 @@ void Font::drawString(gpu::Batch& batch, float x, float y, const QString& str, c
for (auto c : token) {
auto glyph = _glyphs[c];
// Build translated quad and add it to the buffer
QuadBuilder qd(glyph.bounds().translated(advance.x, advance.y),
glyph.textureBounds());
_vertices->append(sizeof(qd.vertices), (const gpu::Byte*)qd.vertices);
QuadBuilder qd(glyph, advance - glm::vec2(0.0f, _fontSize));
_verticesBuffer->append(sizeof(QuadBuilder), (const gpu::Byte*)&qd);
_numVertices += 4;
// Advance by glyph size
@ -385,17 +474,15 @@ void Font::drawString(gpu::Batch& batch, float x, float y, const QString& str, c
}
}
setupGPU();
batch.setPipeline(_pipeline);
batch.setUniformTexture(2, _texture);
batch._glUniform1f(0, (effectType == TextRenderer::OUTLINE_EFFECT) ? 1.0f : 0.0f);
batch._glUniform2f(1, x, y);
batch._glUniform4fv(2, 4, (const GLfloat*)&color);
QRectF rect(0.0f, 0.0f, 1.0f, 1.0f);
QuadBuilder qd(rect, rect);
_vertices->append(sizeof(QuadBuilder), (const gpu::Byte*)qd.vertices);
batch.setUniformTexture(_fontLoc, _texture);
batch._glUniform1f(_outlineLoc, (effectType == TextRenderer::OUTLINE_EFFECT) ? 1.0f : 0.0f);
batch._glUniform4fv(_colorLoc, 1, (const GLfloat*)&color);
batch.setInputFormat(_format);
batch.setInputBuffer(VERTEX_BUFFER_CHANNEL, _vertices);
batch.draw(gpu::QUADS, _numVertices);
batch.setInputBuffer(0, _verticesBuffer, 0, _format->getChannels().at(0)._stride);
batch.draw(gpu::QUADS, _numVertices, 0);
}
TextRenderer* TextRenderer::getInstance(const char* family, float pointSize,
@ -413,7 +500,7 @@ TextRenderer::TextRenderer(const char* family, float pointSize, int weight, bool
_effectType(effect),
_effectThickness(effectThickness),
_pointSize(pointSize),
_color(color),
_color(toGlm(color)),
_font(loadFont(family)) {
if (!_font) {
qWarning() << "Unable to load font with family " << family;
@ -438,24 +525,37 @@ glm::vec2 TextRenderer::computeExtent(const QString& str) const {
return glm::vec2(0.1f,0.1f);
}
float TextRenderer::getRowHeight() const {
if (_font) {
return _font->getRowHeight();
}
return 1.0f;
}
void TextRenderer::draw(float x, float y, const QString& str, const glm::vec4& color, const glm::vec2& bounds) {
// The font does all the OpenGL work
if (_font) {
// gpu::Batch batch;
// draw(batch, x, y, str, color, bounds);
// gpu::GLBackend::renderBatch(batch, true);
float scale = (_pointSize / DEFAULT_POINT_SIZE) * 0.25f;
glPushMatrix();
gpu::Batch batch;
Transform transform;
transform.setTranslation(glm::vec3(x, y, 0.0f));
transform.setScale(glm::vec3(scale, -scale, scale));
batch.setModelTransform(transform);
draw3D(batch, 0.0f, 0.0f, str, color, bounds);
gpu::GLBackend::renderBatch(batch, true);
glPopMatrix();
}
}
void TextRenderer::draw(gpu::Batch& batch, float x, float y, const QString& str, const glm::vec4& color,
void TextRenderer::draw3D(gpu::Batch& batch, float x, float y, const QString& str, const glm::vec4& color,
const glm::vec2& bounds) {
// The font does all the OpenGL work
if (_font) {
glm::vec4 actualColor(color);
if (actualColor.r < 0) {
actualColor = toGlm(_color);
actualColor = _color;
}
_font->drawString(batch, x, y, str, actualColor, _effectType, bounds);
}
}

View file

@ -50,10 +50,11 @@ public:
~TextRenderer();
glm::vec2 computeExtent(const QString& str) const;
float getRowHeight() const;
void draw(float x, float y, const QString& str, const glm::vec4& color = glm::vec4(-1.0f),
const glm::vec2& bounds = glm::vec2(-1.0f));
void draw(gpu::Batch& batch, float x, float y, const QString& str, const glm::vec4& color = glm::vec4(-1.0f),
void draw3D(gpu::Batch& batch, float x, float y, const QString& str, const glm::vec4& color = glm::vec4(-1.0f),
const glm::vec2& bounds = glm::vec2(-1.0f));
private:
@ -69,7 +70,7 @@ private:
const float _pointSize;
// text color
const QColor _color;
const glm::vec4 _color;
Font* _font;
};

View file

@ -21,7 +21,7 @@ const float outlineExpansion = 0.2;
void main() {
// retrieve signed distance
float sdf = texture2D(Font, gl_TexCoord[0].xy).r;
float sdf = texture2D(Font, gl_TexCoord[0].xy).g;
if (Outline == 1.0f) {
if (sdf > interiorCutoff) {
sdf = 1.0 - sdf;
@ -41,7 +41,7 @@ void main() {
if (a < 0.01) {
discard;
}
// final color
gl_FragColor = vec4(Color.rgb, a);
}

View file

@ -13,8 +13,6 @@
<$declareStandardTransform()$>
uniform float Offset[2];
void main() {
gl_TexCoord[0] = gl_MultiTexCoord0;
@ -22,7 +20,4 @@ void main() {
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
gl_Position.x += Offset[0];
gl_Position.y += Offset[1];
}