More progress toward VEFontCache rendering
Based off of render doc, most likely down to UV issues for where on the glyph buffer the shape is located
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@ -122,9 +122,13 @@ font_key_from_label :: #force_inline proc( label : string ) -> u64 {
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// ve_fontcache_eval_bezier (quadratic)
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eval_point_on_bezier3 :: proc( p0, p1, p2 : Vec2, alpha : f32 ) -> Vec2
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{
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starting_point := p0 * (1 - alpha) * (1 - alpha)
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control_point := p1 * 2.0 * (1 - alpha) * alpha
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end_point := p2 * alpha * alpha
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weight_start := (1 - alpha) * (1 - alpha)
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weight_control := 2.0 * (1 - alpha) * alpha
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weight_end := alpha * alpha
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starting_point := p0 * weight_start
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control_point := p1 * weight_control
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end_point := p2 * weight_end
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point := starting_point + control_point + end_point
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return point
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@ -618,15 +622,15 @@ cache_glyph_to_atlas :: proc( ctx : ^Context, font : FontID, glyph_index : Glyph
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dst_size := Vec2 { dst_width, dst_height }
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dst_glyph_size := Vec2 { dst_glyph_width, dst_glyph_height }
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screenspace_x_form( & dst_glyph_position, & dst_glyph_size, f32(atlas.buffer_width), f32(atlas.buffer_height) )
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screenspace_x_form( & dst_position, & dst_size, f32(atlas.buffer_width), f32(atlas.buffer_height) )
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screenspace_x_form( & dst_glyph_position, & dst_glyph_size, f32(atlas.width), f32(atlas.height) )
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screenspace_x_form( & dst_position, & dst_size, f32(atlas.width), f32(atlas.height) )
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src_position := Vec2 { f32(atlas.update_batch_x), 0 }
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src_size := Vec2 {
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f32(bounds_width) * glyph_draw_scale.x,
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f32(bounds_height) * glyph_draw_scale.y,
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}
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src_size += Vec2{1,1} * 2 * over_sample * glyph_padding
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src_size += 2 * over_sample * glyph_padding
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textspace_x_form( & src_position, & src_size, f32(atlas.buffer_width), f32(atlas.buffer_height) )
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// Advance glyph_update_batch_x and calculate final glyph drawing transform
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@ -781,5 +785,7 @@ shape_text_uncached :: proc( ctx : ^Context, font : FontID, output : ^ShapedText
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position.x += f32(advance) * entry.size_scale
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prev_codepoint = codepoint
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}
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output.end_cursor_pos = position
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}
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}
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@ -80,6 +80,10 @@ blit_quad :: proc( draw_list : ^DrawList, p0, p1 : Vec2, uv0, uv1 : Vec2 )
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for index : i32 = 0; index < 6; index += 1 {
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append( & draw_list.indices, v_offset + quad_indices[ index ] )
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}
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draw_list_vert_slice := array_to_slice(draw_list.vertices)
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draw_list_index_slice := array_to_slice(draw_list.indices)
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return
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}
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// ve_fontcache_clear_drawlist
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@ -175,9 +179,9 @@ draw_cached_glyph :: proc( ctx : ^Context, entry : ^Entry, glyph_index : Glyph,
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atlas := & ctx.atlas
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// Figure out the source bounding box in the atlas texture
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position, width, height := atlas_bbox( atlas, region_kind, u32(atlas_index) )
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atlas_position, atlas_width, atlas_height := atlas_bbox( atlas, region_kind, u32(atlas_index) )
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glyph_position := position
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glyph_position := atlas_position
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glyph_width := f32(bounds_width) * entry.size_scale
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glyph_height := f32(bounds_height) * entry.size_scale
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@ -186,6 +190,10 @@ draw_cached_glyph :: proc( ctx : ^Context, entry : ^Entry, glyph_index : Glyph,
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glyph_scale := Vec2 { glyph_width, glyph_height }
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bounds_0_scaled := Vec2{ f32(bounds_0.x), f32(bounds_0.y) } * entry.size_scale - { 0.5, 0.5 }
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bounds_0_scaled = {
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cast(f32) cast(i32) bounds_0_scaled.x,
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cast(f32) cast(i32) bounds_0_scaled.y,
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}
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dst := Vec2 {
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position.x + scale.x * bounds_0_scaled.x,
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position.y + scale.y * bounds_0_scaled.y,
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@ -194,7 +202,7 @@ draw_cached_glyph :: proc( ctx : ^Context, entry : ^Entry, glyph_index : Glyph,
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dst_height := scale.y * glyph_height
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dst -= scale * { f32(atlas.glyph_padding), f32(atlas.glyph_padding) }
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dst_scale := Vec2 { dst_width, dst_height }
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textspace_x_form( & glyph_position, & dst_scale, f32(atlas.buffer_width), f32(atlas.buffer_height) )
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textspace_x_form( & glyph_position, & glyph_scale, f32(atlas.width), f32(atlas.height) )
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// Add the glyph drawcall
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call := DrawCall_Default
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@ -209,12 +217,13 @@ draw_cached_glyph :: proc( ctx : ^Context, entry : ^Entry, glyph_index : Glyph,
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}
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append( & ctx.draw_list.calls, call )
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// NOTE(Ed): Never done in the original
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// Clear glyph_update_FBO
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call.pass = .Glyph
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call.start_index = 0
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call.end_index = 0
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call.clear_before_draw = true
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append( & ctx.draw_list.calls, call )
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// call.pass = .Glyph
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// call.start_index = 0
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// call.end_index = 0
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// call.clear_before_draw = true
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// append( & ctx.draw_list.calls, call )
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return true
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}
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@ -279,8 +288,8 @@ draw_text :: proc( ctx : ^Context, font : FontID, text_utf8 : string, position :
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snap_height := f32(ctx.snap_height)
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position := position
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if ctx.snap_width > 0 do position.x = (position.x * snap_width + 0.5) / snap_width
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if ctx.snap_height > 0 do position.y = (position.y * snap_height + 0.5) / snap_height
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if ctx.snap_width > 0 do position.x = cast(f32) cast(u32) (position.x * snap_width + 0.5) / snap_width
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if ctx.snap_height > 0 do position.y = cast(f32) cast(u32) (position.y * snap_height + 0.5) / snap_height
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entry := & ctx.entries.data[ font ]
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@ -319,9 +328,9 @@ draw_text_batch :: proc( ctx : ^Context, entry : ^Entry, shaped : ^ShapedText, b
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{
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glyph_index := shaped.glyphs.data[ index ]
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shaped_position := shaped.positions.data[index]
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glyph_translate_x := position.x + shaped_position.x * scale.x
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glyph_translate_y := position.y + shaped_position.y * scale.y
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glyph_cached := draw_cached_glyph( ctx, entry, glyph_index, {glyph_translate_x, glyph_translate_y}, scale)
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// glyph_translate_x := position.x + shaped_position.x * scale.x
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glyph_translate := position + shaped_position * scale
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glyph_cached := draw_cached_glyph( ctx, entry, glyph_index, glyph_translate, scale)
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assert( glyph_cached == true )
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}
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}
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@ -92,7 +92,7 @@ render :: proc()
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ve.set_colour( & ve_font_cache, { 1.0, 1.0, 1.0, 1.0 } )
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ve.configure_snap( & ve_font_cache, u32(state.app_window.extent.x * 2.0), u32(state.app_window.extent.y * 2.0) )
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ve.draw_text( & ve_font_cache, fdef.ve_id, text_test_str, {0.4, 0.1}, Vec2{1 / width, 1 / height} )
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ve.draw_text( & ve_font_cache, fdef.ve_id, text_test_str, {0.5, 0.0}, Vec2{1 / width, 1 / height} )
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}
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// Process the draw calls for drawing text
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@ -109,6 +109,7 @@ render :: proc()
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draw_list_call_slice := array_to_slice(draw_list.calls)
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for & draw_call in array_to_slice(draw_list.calls)
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{
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watch := draw_call
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profile("ve draw call")
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if (draw_call.end_index - draw_call.start_index) == 0 do continue
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@ -128,8 +129,8 @@ render :: proc()
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}
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sokol_gfx.begin_pass( pass )
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sokol_gfx.apply_viewport( 0,0, width, height, origin_top_left = true )
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sokol_gfx.apply_scissor_rect( 0,0, width, height, origin_top_left = true )
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// sokol_gfx.apply_viewport( 0,0, width, height, origin_top_left = true )
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// sokol_gfx.apply_scissor_rect( 0,0, width, height, origin_top_left = true )
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sokol_gfx.apply_pipeline( glyph_pipeline )
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@ -141,7 +142,7 @@ render :: proc()
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0 = 0,
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},
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index_buffer = draw_list_ibuf,
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index_buffer_offset = i32(draw_call.start_index),
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index_buffer_offset = 0,//i32(draw_call.start_index),
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fs = {},
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}
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sokol_gfx.apply_bindings( bindings )
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@ -160,13 +161,13 @@ render :: proc()
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pass := atlas_pass
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if draw_call.clear_before_draw {
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pass.action.colors[0].load_action = .CLEAR
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// pass.action.colors[0].clear_value.a = 0.0
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pass.action.colors[0].load_action = .CLEAR
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pass.action.colors[0].clear_value.a = 1.0
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}
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sokol_gfx.begin_pass( pass )
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sokol_gfx.apply_viewport( 0, 0, width, height, origin_top_left = true )
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sokol_gfx.apply_scissor_rect( 0, 0, width, height, origin_top_left = true )
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// sokol_gfx.apply_viewport( 0, 0, width, height, origin_top_left = true )
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// sokol_gfx.apply_scissor_rect( 0, 0, width, height, origin_top_left = true )
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sokol_gfx.apply_pipeline( atlas_pipeline )
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@ -181,7 +182,7 @@ render :: proc()
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0 = 0,
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},
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index_buffer = draw_list_ibuf,
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index_buffer_offset = i32(draw_call.start_index),
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index_buffer_offset = 0,//i32(draw_call.start_index),
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fs = {
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images = { SLOT_ve_blit_atlas_src_texture = glyph_rt_color, },
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samplers = { SLOT_ve_blit_atlas_src_sampler = gfx_sampler, },
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@ -198,14 +199,14 @@ render :: proc()
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pass := screen_pass
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if ! draw_call.clear_before_draw {
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pass.action.colors[0].load_action = .LOAD
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// pass.action.colors[0].clear_value.a = 0.0
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pass.action.colors[0].load_action = .LOAD
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pass.action.colors[0].clear_value.a = 0.0
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}
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pass.swapchain = sokol_glue.swapchain()
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sokol_gfx.begin_pass( pass )
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sokol_gfx.apply_viewport( 0, 0, width, height, origin_top_left = true )
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sokol_gfx.apply_scissor_rect( 0, 0, width, height, origin_top_left = true )
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// sokol_gfx.apply_viewport( 0, 0, width, height, origin_top_left = true )
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// sokol_gfx.apply_scissor_rect( 0, 0, width, height, origin_top_left = true )
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sokol_gfx.apply_pipeline( screen_pipeline )
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@ -222,7 +223,7 @@ render :: proc()
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0 = 0,
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},
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index_buffer = draw_list_ibuf,
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index_buffer_offset = i32(draw_call.start_index),
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index_buffer_offset = 0,//i32(draw_call.start_index),
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fs = {
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images = { SLOT_ve_draw_text_src_texture = src_rt, },
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samplers = { SLOT_ve_draw_text_src_sampler = gfx_sampler, },
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@ -164,8 +164,6 @@ font_provider_startup :: proc()
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enabled = true,
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src_factor_rgb = .ONE_MINUS_DST_COLOR,
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dst_factor_rgb = .ONE_MINUS_SRC_COLOR,
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// src_factor_rgb = .SRC_ALPHA,
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// dst_factor_rgb = .ONE_MINUS_SRC_ALPHA,
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op_rgb = BlendOp.ADD,
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src_factor_alpha = BlendFactor.ONE,
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dst_factor_alpha = BlendFactor.ZERO,
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@ -183,6 +181,7 @@ font_provider_startup :: proc()
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color_count = 1,
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depth = {
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pixel_format = .DEPTH,
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// compare = .ALWAYS,
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},
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// sample_count = 1,
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// label =
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@ -237,9 +236,10 @@ font_provider_startup :: proc()
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glyph_action := PassAction {
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colors = {
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0 = {
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load_action = .DONTCARE,
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load_action = .CLEAR,
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store_action = .STORE,
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clear_value = {0,0,0,1},
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clear_value = {0.01,0.01,0.01,1},
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// clear_value = {0.00, 0.00, 0.00, 0.00},
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}
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}
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}
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@ -296,6 +296,7 @@ font_provider_startup :: proc()
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color_count = 1,
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depth = {
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pixel_format = .DEPTH,
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compare = .ALWAYS,
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},
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// sample_count = 1,
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})
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@ -351,7 +352,7 @@ font_provider_startup :: proc()
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0 = {
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load_action = .LOAD,
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store_action = .STORE,
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clear_value = {0,0,0,1},
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clear_value = {0,0,0,1.0},
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}
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}
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}
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@ -418,7 +419,7 @@ font_provider_startup :: proc()
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0 = {
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load_action = .CLEAR,
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store_action = .STORE,
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clear_value = {0,0,0,0},
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clear_value = {1.0,0.0,0.0,1.0},
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}
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}
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}
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@ -389,10 +389,10 @@ ve_draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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desc.fs.uniform_blocks[0].layout = .STD140
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desc.fs.uniform_blocks[0].uniforms[0].name = "_31.down_sample"
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desc.fs.uniform_blocks[0].uniforms[0].type = .INT
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// array_count = desc.fs.uniform_blocks[0].uniforms[0]
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// .array_count = desc.fs.uniform_blocks[0].uniforms[0]
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desc.fs.uniform_blocks[0].uniforms[1].name = "_31.colour"
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desc.fs.uniform_blocks[0].uniforms[1].type = .FLOAT4
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// array_count = desc.fs.uniform_blocks[0].uniforms[1]
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// .array_count = desc.fs.uniform_blocks[0].uniforms[1]
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desc.fs.images[0].used = true
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desc.fs.images[0].multisampled = false
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desc.fs.images[0].image_type = ._2D
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