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Create a text shader and font utility
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commit
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11 changed files with 473 additions and 5 deletions
155
scwx-qt/source/scwx/qt/gl/text_shader.cpp
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155
scwx-qt/source/scwx/qt/gl/text_shader.cpp
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#include <scwx/qt/gl/text_shader.hpp>
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#include <boost/log/trivial.hpp>
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#include <glm/gtc/type_ptr.hpp>
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namespace scwx
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{
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namespace qt
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{
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namespace gl
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{
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static const std::string logPrefix_ = "[scwx::qt::gl::text_shader] ";
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class TextShaderImpl
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{
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public:
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explicit TextShaderImpl(OpenGLFunctions& gl) :
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gl_ {gl},
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projectionLocation_(GL_INVALID_INDEX),
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textColorLocation_(GL_INVALID_INDEX),
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vao_ {GL_INVALID_INDEX},
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vbo_ {GL_INVALID_INDEX}
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{
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}
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~TextShaderImpl() {}
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OpenGLFunctions& gl_;
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GLint projectionLocation_;
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GLint textColorLocation_;
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GLuint vao_;
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GLuint vbo_;
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};
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TextShader::TextShader(OpenGLFunctions& gl) :
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ShaderProgram(gl), p(std::make_unique<TextShaderImpl>(gl))
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{
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}
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TextShader::~TextShader() = default;
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TextShader::TextShader(TextShader&&) noexcept = default;
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TextShader& TextShader::operator=(TextShader&&) noexcept = default;
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bool TextShader::Initialize()
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{
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OpenGLFunctions& gl = p->gl_;
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// Load and configure shader
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bool success = Load(":/gl/text.vert", ":/gl/text.frag");
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p->projectionLocation_ = gl.glGetUniformLocation(id(), "projection");
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if (p->projectionLocation_ == -1)
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{
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BOOST_LOG_TRIVIAL(warning) << logPrefix_ << "Could not find projection";
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}
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p->textColorLocation_ = gl.glGetUniformLocation(id(), "textColor");
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if (p->textColorLocation_ == -1)
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{
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BOOST_LOG_TRIVIAL(warning) << logPrefix_ << "Could not find textColor";
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}
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gl.glGenVertexArrays(1, &p->vao_);
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gl.glGenBuffers(1, &p->vbo_);
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gl.glBindVertexArray(p->vao_);
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gl.glBindBuffer(GL_ARRAY_BUFFER, p->vbo_);
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gl.glBufferData(
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GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, nullptr, GL_DYNAMIC_DRAW);
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gl.glEnableVertexAttribArray(0);
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gl.glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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gl.glBindBuffer(GL_ARRAY_BUFFER, 0);
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gl.glBindVertexArray(0);
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return success;
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}
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void TextShader::RenderText(const std::string& text,
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float x,
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float y,
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float scale,
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const glm::mat4& projection,
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const boost::gil::rgba8_pixel_t& color,
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const std::unordered_map<char, util::Glyph>& glyphs)
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{
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OpenGLFunctions& gl = p->gl_;
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Use();
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gl.glEnable(GL_BLEND);
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gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl.glUniformMatrix4fv(
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p->projectionLocation_, 1, GL_FALSE, glm::value_ptr(projection));
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gl.glUniform4f(
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p->textColorLocation_, color[0], color[1], color[2], color[3]);
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gl.glActiveTexture(GL_TEXTURE0);
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gl.glBindVertexArray(p->vao_);
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for (auto c = text.cbegin(); c != text.cend(); c++)
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{
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if (glyphs.find(*c) == glyphs.end())
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{
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continue;
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}
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const util::Glyph& g = glyphs.at(*c);
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float xpos = x + g.bearing.x * scale;
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float ypos = y - (g.size.y - g.bearing.y) * scale;
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float w = g.size.x * scale;
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float h = g.size.y * scale;
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// Glyph vertices
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float vertices[6][4] = {{xpos, ypos + h, 0.0f, 0.0f},
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{xpos, ypos, 0.0f, 1.0f},
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{xpos + w, ypos, 1.0f, 1.0f}, //
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//
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{xpos, ypos + h, 0.0f, 0.0f},
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{xpos + w, ypos, 1.0f, 1.0f},
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{xpos + w, ypos + h, 1.0f, 0.0f}};
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// Render glyph texture
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gl.glBindTexture(GL_TEXTURE_2D, g.textureId);
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gl.glBindBuffer(GL_ARRAY_BUFFER, p->vbo_);
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gl.glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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gl.glBindBuffer(GL_ARRAY_BUFFER, 0);
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gl.glDrawArrays(GL_TRIANGLES, 0, 6);
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// Advance to the next glyph
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x += (g.advance >> 6) * scale;
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}
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}
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void TextShader::SetProjection(const glm::mat4& projection)
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{
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p->gl_.glUniformMatrix4fv(
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p->projectionLocation_, 1, GL_FALSE, glm::value_ptr(projection));
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}
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void TextShader::SetTextColor(const boost::gil::rgba8_pixel_t color)
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{
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p->gl_.glUniform4f(
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p->textColorLocation_, color[0], color[1], color[2], color[3]);
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}
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} // namespace gl
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} // namespace qt
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} // namespace scwx
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49
scwx-qt/source/scwx/qt/gl/text_shader.hpp
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49
scwx-qt/source/scwx/qt/gl/text_shader.hpp
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#pragma once
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#include <scwx/qt/util/shader_program.hpp>
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#include <scwx/qt/util/font.hpp>
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#include <memory>
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#include <boost/gil.hpp>
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#include <glm/glm.hpp>
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namespace scwx
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{
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namespace qt
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{
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namespace gl
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{
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class TextShaderImpl;
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class TextShader : public ShaderProgram
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{
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public:
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explicit TextShader(OpenGLFunctions& gl);
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~TextShader();
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TextShader(const TextShader&) = delete;
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TextShader& operator=(const TextShader&) = delete;
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TextShader(TextShader&&) noexcept;
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TextShader& operator=(TextShader&&) noexcept;
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bool Initialize();
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void RenderText(const std::string& text,
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float x,
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float y,
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float scale,
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const glm::mat4& projection,
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const boost::gil::rgba8_pixel_t& color,
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const std::unordered_map<char, util::Glyph>& glyphs);
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void SetProjection(const glm::mat4& projection);
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void SetTextColor(const boost::gil::rgba8_pixel_t color);
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private:
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std::unique_ptr<TextShaderImpl> p;
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};
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} // namespace gl
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} // namespace qt
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} // namespace scwx
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