Finished first draft for VEFontCache font provider hookup for sokol_gfx (untested)

This commit is contained in:
2024-06-09 21:39:49 -04:00
parent 93368a40ff
commit 82e7482c85
11 changed files with 562 additions and 31 deletions

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@ -177,8 +177,8 @@ startup :: proc( prof : ^SpallProfiler, persistent_mem, frame_mem, transient_mem
sokol_app.client_init()
window := & state.app_window
window.extent.x = sokol_app.widthf()
window.extent.y = sokol_app.heightf()
window.extent.x = cast(f32) i32(sokol_app.widthf() * 0.5)
window.extent.y = cast(f32) i32(sokol_app.heightf() * 0.5)
// TODO(Ed): We don't need monitor tracking until we have multi-window support (which I don't think I'll do for this prototype)
// Sokol doesn't provide it.

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@ -27,11 +27,13 @@ sokol_app_frame_callback :: proc "c" () {
window := & state.app_window
// if int(window.extent.x) != int(sokol_width) || int(window.extent.y) != int(sokol_height) {
window.resized = true
window.extent.x = sokol_width * 0.5
window.extent.y = sokol_height * 0.5
window.extent.x = cast(f32) i32(sokol_width * 0.5)
window.extent.y = cast(f32) i32(sokol_height * 0.5)
// log("sokol_app: Event-based frame callback triggered (detected a resize")
// }
font_provider_reload()
// sokol_app is the only good reference for a frame-time at this point.
sokol_delta_ms := sokol_app.frame_delta()
sokol_delta_ns := transmute(Duration) sokol_delta_ms * MS_To_NS

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@ -0,0 +1,190 @@
package sectr
import ve "codebase:font/VEFontCache"
import sokol_gfx "thirdparty:sokol/gfx"
import sokol_glue "thirdparty:sokol/glue"
PassActions :: struct {
bg_clear_black : sokol_gfx.Pass_Action,
}
RenderState :: struct {
pass_actions : PassActions,
}
// TODO(Ed) : Review this and put into space.odin when ready
ortho :: proc(left: f32, right: f32, bottom: f32, top: f32, near: f32, far: f32) -> [4][4]f32 {
result: [4][4]f32
result[0][0] = 2.0 / (right - left)
result[1][1] = 2.0 / (top - bottom)
result[2][2] = -2.0 / (far - near)
result[3][0] = -(right + left) / (right - left)
result[3][1] = -(top + bottom) / (top - bottom)
result[3][2] = -(far + near) / (far - near)
result[3][3] = 1.0
return result
}
render :: proc()
{
Bindings :: sokol_gfx.Bindings
Range :: sokol_gfx.Range
ShaderStage :: sokol_gfx.Shader_Stage
state := get_state(); using state
using render_data
do_nothing : bool
do_nothing = false
// The below are most likely limited to a "depth layer" and so
// different depth layers need different draw pass combos (of the 3 constructive passes)
// Will need to profile how expensive it is for batching with the UI box rendering
// since the the text is correlated with the box rendering
font_provider := & state.font_provider_data
using font_provider
// ve_ctx := & font_provider.ve_font_cache
// "Draw text" using immediate mode api
{
// text_test_str := str_fmt("frametime: %v", frametime_avg_ms)
text_test_str := str_fmt("HELLO VE FONT CACHE!!!!!")
// font_provider := & state.font_provider_data
fdef := hmap_chained_get( font_cache, default_font.key )
ve.draw_text( & ve_font_cache, fdef.ve_id, text_test_str, {30, 30}, Vec2{1, 1} )
}
// Process the draw calls for drawing text
{
draw_list := ve.get_draw_list( & ve_font_cache )
sokol_gfx.update_buffer( draw_list_vbuf, Range{ draw_list.vertices.data, draw_list.vertices.num })
sokol_gfx.update_buffer( draw_list_ibuf, Range{ draw_list.indices.data, draw_list.indices.num })
for & draw_call in array_to_slice(draw_list.calls)
{
if (draw_call.end_index - draw_call.start_index) == 0 do continue
switch draw_call.pass
{
// 1. Do the glyph rendering pass
// Glyphs are first rendered to an intermediate 2k x 512px R8 texture
case .Glyph:
width := ve_font_cache.atlas.buffer_width
height := ve_font_cache.atlas.buffer_height
pass := glyph_pass
if draw_call.clear_before_draw {
pass.action.colors[0].load_action = .CLEAR
pass.action.colors[0].clear_value.a = 1.0
}
sokol_gfx.begin_pass( pass )
sokol_gfx.apply_viewport( 0,0, width, height, origin_top_left = true )
sokol_gfx.apply_scissor_rect( 0,0, width, height, origin_top_left = true )
sokol_gfx.apply_pipeline( glyph_pipeline )
bindings := Bindings {
vertex_buffers = {
0 = draw_list_vbuf,
},
vertex_buffer_offsets = {
0 = 0,
},
index_buffer = draw_list_ibuf,
index_buffer_offset = i32(draw_call.start_index),
fs = {},
}
sokol_gfx.apply_bindings( bindings )
// 2. Do the atlas rendering pass
// A simple 16-tap box downsample shader is then used to blit from this intermediate texture to the final atlas location
case .Atlas:
width := ve_font_cache.atlas.width
height := ve_font_cache.atlas.height
pass := atlas_pass
if draw_call.clear_before_draw {
pass.action.colors[0].load_action = .CLEAR
// pass.action.colors[0].clear_value.a = 0.0
}
sokol_gfx.begin_pass( pass )
sokol_gfx.apply_viewport( 0, 0, width, height, origin_top_left = true )
sokol_gfx.apply_scissor_rect( 0, 0, width, height, origin_top_left = true )
sokol_gfx.apply_pipeline( atlas_pipeline )
fs_uniform := Ve_Blit_Atlas_Fs_Params { region = cast(i32) draw_call.region }
sokol_gfx.apply_uniforms( ShaderStage.FS, SLOT_ve_blit_atlas_fs_params, Range { & fs_uniform, size_of(fs_uniform) })
sokol_gfx.apply_bindings(Bindings {
vertex_buffers = {
0 = draw_list_vbuf,
},
vertex_buffer_offsets = {
0 = 0,
},
index_buffer = draw_list_ibuf,
index_buffer_offset = i32(draw_call.start_index),
fs = {
images = { SLOT_ve_blit_atlas_src_texture = glyph_rt_color, },
samplers = { SLOT_ve_blit_atlas_src_sampler = gfx_sampler, },
},
})
// 3. Use the atlas to then render the text.
case .None: fallthrough
case .Target: fallthrough
case .Target_Uncached:
width := u32(app_window.extent.x * 2)
height := u32(app_window.extent.y * 2)
pass := atlas_pass
if ! draw_call.clear_before_draw {
pass.action.colors[0].load_action = .LOAD
// pass.action.colors[0].clear_value.a = 0.0
}
pass.swapchain = sokol_glue.swapchain()
sokol_gfx.begin_pass( pass )
sokol_gfx.apply_viewport( 0, 0, width, height, origin_top_left = true )
sokol_gfx.apply_scissor_rect( 0, 0, width, height, origin_top_left = true )
sokol_gfx.apply_pipeline( screen_pipeline )
fs_uniform := Ve_Draw_Text_Fs_Params { down_sample = 0, colour = {1, 1, 1, 1} }
sokol_gfx.apply_uniforms( ShaderStage.FS, SLOT_ve_blit_atlas_fs_params, Range { & fs_uniform, size_of(fs_uniform) })
src_rt := draw_call.pass == .Target_Uncached ? glyph_rt_color : atlas_rt_color
sokol_gfx.apply_bindings(Bindings {
vertex_buffers = {
0 = draw_list_vbuf,
},
vertex_buffer_offsets = {
0 = 0,
},
index_buffer = draw_list_ibuf,
index_buffer_offset = i32(draw_call.start_index),
fs = {
images = { SLOT_ve_draw_text_src_texture = src_rt, },
samplers = { SLOT_ve_draw_text_src_sampler = gfx_sampler, },
},
})
}
num_indices := draw_call.end_index - draw_call.start_index
sokol_gfx.draw( 0, num_indices, 1 )
sokol_gfx.end_pass()
}
sokol_gfx.commit()
}
}