our_dick/include/ttt/screen_renderer.hpp

173 lines
5.6 KiB
C++

/**
This file is a part of our_dick
Copyright (C) 2020-2022 rexy712
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef OUR_DICK_SCREEN_RENDERER_HPP
#define OUR_DICK_SCREEN_RENDERER_HPP
#include "graphics/vbo.hpp"
#include "graphics/vao.hpp"
#include "graphics/texture.hpp"
#include "math/math.hpp"
#include "graphics/shader_program.hpp"
#include "graphics/resource_manager.hpp"
#include "scene.hpp"
#include "engine/font.hpp"
static constexpr float pixels_to_screen_space(int dim, int window_dim){
const float ratio = 2.0f / window_dim;
return dim * ratio;
}
static constexpr float screen_space_to_pixels(int dim, int window_dim){
const float ratio = window_dim / 2.0f;
return dim * ratio;
}
static constexpr float font_scale_ratio(int height, int target_height){
return ((float)target_height) / height;
}
static constexpr float font_aspect_ratio(const egn::font_character& ch){
return ((float)ch.size.x()) / ch.size.y();
}
class text
{
private:
static constexpr int s_size_per_char = sizeof(GLfloat) * 13;
private:
egn::font m_font;
std::string m_text;
gfx::vbo m_vbo;
gfx::vao m_vao;
float m_scale;
public:
text(egn::font& font, const char* string, int target_px, float target_x, float target_y, int screen_width, int screen_height):
m_font(font),
m_text(string),
m_vbo(s_size_per_char * strlen(string), gfx::vbo::usage::DYNAMIC_DRAW)
{
constexpr float tmp_color[] = {1,1,1,1};
m_scale = font_scale_ratio(m_font.size().y(), target_px);
math::vec3f target_pos = {target_x, target_y, -1};
size_t offset = 0;
for(int i = 0;m_text[i] != 0;++i){
const auto ch = m_font[m_text[i]];
const math::vec2<int> letter_size = ch.size * m_scale;
const math::vec2f letter_screen_size = {pixels_to_screen_space(letter_size.x(), screen_width), pixels_to_screen_space(letter_size.y(), screen_height)};
const math::vec3f position = {target_pos.x() + pixels_to_screen_space(ch.bearing.x() * m_scale, screen_width),
target_pos.y() - (letter_screen_size.y() - pixels_to_screen_space(ch.bearing.y() * m_scale, screen_height)),
target_pos.z()};
m_vbo.buffer(ch.texture_coords[1], sizeof(GLfloat) * 2, offset);
offset += sizeof(GLfloat) * 2;
m_vbo.buffer(ch.texture_coords[2], sizeof(GLfloat) * 2, offset);
offset += sizeof(GLfloat) * 2;
m_vbo.buffer(tmp_color, sizeof(GLfloat) * 4, offset);
offset += sizeof(GLfloat) * 4;
m_vbo.buffer(position, sizeof(GLfloat) * 3, offset);
offset += sizeof(GLfloat) * 3;
m_vbo.buffer(letter_screen_size, sizeof(GLfloat) * 2, offset);
offset += sizeof(GLfloat) * 2;
target_pos.x() += pixels_to_screen_space(m_scale * ch.advance.x(), screen_width);
}
//attach a vbo to the vao and assign attribute specs
m_vao.bind_buffer(m_vbo, 0, 0, sizeof(GLfloat) * 13);
auto attrib = m_vao.get_attribute(0);
attrib.set_float_array(4, 0);
attrib.associate_with(0);
attrib.enable();
attrib = m_vao.get_attribute(1);
attrib.set_float_array(4, sizeof(GLfloat) * 4);
attrib.associate_with(0);
attrib.enable();
attrib = m_vao.get_attribute(2);
attrib.set_float_array(3, sizeof(GLfloat) * 8);
attrib.associate_with(0);
attrib.enable();
attrib = m_vao.get_attribute(3);
attrib.set_float_array(2, sizeof(GLfloat) * 11);
attrib.associate_with(0);
attrib.enable();
}
void set_position(float x, float y, int screen_width, int screen_height){
size_t offset = sizeof(GLfloat) * 8;
math::vec3f target_pos = {x, y, -1};
for(size_t i = 0;m_text[i] != 0;++i){
const auto ch = m_font[m_text[i]];
const math::vec2i letter_size = ch.size * m_scale;
const math::vec2f letter_screen_size = {pixels_to_screen_space(letter_size.x(), screen_width), pixels_to_screen_space(letter_size.y(), screen_height)};
const math::vec3f position = {target_pos.x() + pixels_to_screen_space(ch.bearing.x() * m_scale, screen_width),
target_pos.y() - (letter_screen_size.y() - pixels_to_screen_space(ch.bearing.y() * m_scale, screen_height)),
target_pos.z()};
m_vbo.buffer(position, sizeof(GLfloat) * 3, offset);
offset += sizeof(GLfloat) * 3 + sizeof(GLfloat) * 8;
target_pos.x() += pixels_to_screen_space(m_scale * ch.advance.x(), screen_width);
}
}
void render(gfx::shader_program& sh){
m_vao.bind();
sh.set_uniform("texture1", m_font.atlas());
glDrawArrays(GL_POINTS, 0, m_text.length());
}
};
class screen_renderer
{
private:
struct vertex{
math::vec2<GLfloat> pos;
math::vec2<GLfloat> tex_coord;
};
static constexpr vertex s_vertices[] = {
{{-1.0f, 1.0f}, {0.0f, 1.0f}},
{{-1.0f, -1.0f}, {0.0f, 0.0f}},
{{ 1.0f, -1.0f}, {1.0f, 0.0f}},
{{ 1.0f, -1.0f}, {1.0f, 0.0f}},
{{ 1.0f, 1.0f}, {1.0f, 1.0f}},
{{-1.0f, 1.0f}, {0.0f, 1.0f}}
};
private:
gfx::shader_program* m_screen_shader;
gfx::vbo m_vbo;
gfx::vao m_vao;
gfx::texture* m_texture;
int m_screen_width, m_screen_height;
public:
screen_renderer(gfx::resource_manager& res, int width, int height, gfx::texture& base_tex);
void render(scene&);
void resize_viewport(int width, int height);
};
#endif