feat: text can now be rendered, though only in the setup right now (will make a new render pass for that)

This commit is contained in:
lisk77 2025-03-17 23:13:44 +01:00
parent 0507703284
commit b2578f7673
3 changed files with 215 additions and 117 deletions

View file

@ -36,6 +36,7 @@ pub struct Renderer2D<'a> {
num_indices: u32,
clear_color: Color,
diffuse_texture: Texture,
diffuse_bind_group_layout: wgpu::BindGroupLayout,
diffuse_bind_group: wgpu::BindGroup,
graphic_resource_manager: GraphicResourceManager,
camera: RenderCamera,
@ -286,6 +287,7 @@ impl<'a> Renderer2D<'a> {
num_indices,
clear_color,
diffuse_texture,
diffuse_bind_group_layout: texture_bind_group_layout,
diffuse_bind_group,
graphic_resource_manager,
camera,
@ -614,34 +616,10 @@ impl<'a> Renderer2D<'a> {
self.diffuse_bind_group = diffuse_bind_group;
}
fn set_texture_atlas(&mut self) {
self.diffuse_texture = Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap();
let texture_bind_group_layout =
self.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
fn switch_texture(&mut self, to: Texture) {
self.diffuse_texture = to;
let diffuse_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
layout: &self.diffuse_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
@ -658,49 +636,13 @@ impl<'a> Renderer2D<'a> {
self.diffuse_bind_group = diffuse_bind_group;
}
fn set_texture_atlas(&mut self) {
self.switch_texture(Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap());
}
fn set_font_atlas(&mut self, font: String) {
let font_atlas = self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap();
self.diffuse_texture = Texture::from_image(&self.device, &self.queue, font_atlas.glyphs().atlas(), None, false).unwrap();
let texture_bind_group_layout =
self.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let diffuse_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&self.diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.diffuse_texture.sampler),
},
],
label: Some("diffuse_bind_group"),
});
self.diffuse_bind_group = diffuse_bind_group;
self.switch_texture(Texture::from_image(&self.device, &self.queue, font_atlas.glyphs().atlas(), None, false).unwrap());
}
fn get_project_root() -> std::io::Result<PathBuf> {
@ -821,10 +763,10 @@ impl<'a> Renderer2D<'a> {
((dim_x as f32/ self.config.width as f32) * 0.5, (dim_y as f32/ self.config.height as f32) * 0.5);
let vertices: &mut Vec<Vertex> = &mut vec![
Vertex :: new ( [-bound_x + position.x(), bound_y + position.y(), 0.0 + position.z()], [region.x0(), region.y0()], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [-bound_x + position.x(), -bound_y + position.y(), 0.0 + position.z()], [region.x0(), region.y1()], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [ bound_x + position.x(), -bound_y + position.y(), 0.0 + position.z()], [region.x1(), region.y1()], [0.0, 0.0, 0.0, 0.0] ) ,
Vertex :: new ( [ bound_x + position.x(), bound_y + position.y(), 0.0 + position.z()], [region.x1(), region.y0()], [0.0, 0.0, 0.0, 0.0] )
Vertex :: new ( [-bound_x + position.x(), bound_y + position.y(), 0.0 + position.z()], [region.u0(), region.v0()], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [-bound_x + position.x(), -bound_y + position.y(), 0.0 + position.z()], [region.u0(), region.v1()], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [ bound_x + position.x(), -bound_y + position.y(), 0.0 + position.z()], [region.u1(), region.v1()], [0.0, 0.0, 0.0, 0.0] ) ,
Vertex :: new ( [ bound_x + position.x(), bound_y + position.y(), 0.0 + position.z()], [region.u1(), region.v0()], [0.0, 0.0, 0.0, 0.0] )
];
let buffer_size = self.vertex_data.len() as u16;
@ -838,17 +780,56 @@ impl<'a> Renderer2D<'a> {
}
/// A function to draw text at a given position.
pub fn draw_text_at(&mut self, text: &str, font: String, position: Point3) {
pub fn draw_text_at(&mut self, text: &str, font: String, size: f32, position: Point3) {
self.set_font_atlas(font.clone());
let mut x = position.x();
let mut y = position.y();
let screen_position = Point3::new(position.x()/self.config.width as f32, position.y()/self.config.height as f32, position.z());
let scale_factor = size / self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap().size();
for c in text.chars() {
self.draw_texture_at(font.clone() + &c.to_string(), Point3::new(x, y, position.z()));
let line_height = (self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap().line_height() / self.config.height as f32) * scale_factor;
let lines = text.split("\n").collect::<Vec<&str>>();
let mut x_offset = 0.0;
let mut y_offset = 0.0;
for line in lines {
for c in line.chars() {
let region = self.get_glyph_region(c, font.clone());
let (dim_x, dim_y) = region.dimensions();
let w = (dim_x as f32 / self.config.width as f32) * scale_factor;
let h = (dim_y as f32 / self.config.height as f32) * scale_factor;
let offset_x_px = (region.offset_x() / self.config.width as f32) * scale_factor;
let offset_y_px = (region.offset_y() / self.config.height as f32) * scale_factor;
let glyph_left = screen_position.x() + x_offset + offset_x_px;
let glyph_top = screen_position.y() - offset_y_px - y_offset;
let glyph_right = glyph_left + w;
let glyph_bottom = glyph_top - h;
let vertices: &mut Vec<Vertex> = &mut vec![
Vertex::new([ glyph_left, glyph_top, screen_position.z() ], [region.u0(), region.v0()], [0.0; 4]),
Vertex::new([ glyph_left, glyph_bottom, screen_position.z() ], [region.u0(), region.v1()], [0.0; 4]),
Vertex::new([ glyph_right, glyph_bottom, screen_position.z() ], [region.u1(), region.v1()], [0.0; 4]),
Vertex::new([ glyph_right, glyph_top, screen_position.z() ], [region.u1(), region.v0()], [0.0; 4]),
];
let buffer_size = self.vertex_data.len() as u16;
let indices: &mut Vec<u16> = &mut vec![
buffer_size, buffer_size + 1, buffer_size + 3,
buffer_size + 1, buffer_size + 2, buffer_size + 3,
];
x_offset += (region.advance() / self.config.width as f32) * scale_factor;
self.push_to_buffers(vertices, indices);
}
y_offset += line_height;
x_offset = 0.0;
}
self.set_texture_atlas();
}
fn find_priority_camera(&self, cameras: Vec<Camera2D>) -> usize {
@ -953,10 +934,10 @@ impl<'a> Renderer2D<'a> {
let buffer_size = vertex_buffer.len() as u16;
vertex_buffer.append(&mut vec![
Vertex :: new ( [-bound_x + position.x(), bound_y + position.y(), 0.0], [region.x0(), region.y0()], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [-bound_x + position.x(), -bound_y + position.y(), 0.0], [region.x0(), region.y1()], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [ bound_x + position.x(), -bound_y + position.y(), 0.0], [region.x1(), region.y1()], [0.0, 0.0, 0.0, 0.0] ) ,
Vertex :: new ( [ bound_x + position.x(), bound_y + position.y(), 0.0], [region.x1(), region.y0()], [0.0, 0.0, 0.0, 0.0] )
Vertex :: new ( [-bound_x + position.x(), bound_y + position.y(), 0.0], [region.u0(), region.v0()], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [-bound_x + position.x(), -bound_y + position.y(), 0.0], [region.u0(), region.v1()], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [ bound_x + position.x(), -bound_y + position.y(), 0.0], [region.u1(), region.v1()], [0.0, 0.0, 0.0, 0.0] ) ,
Vertex :: new ( [ bound_x + position.x(), bound_y + position.y(), 0.0], [region.u1(), region.v0()], [0.0, 0.0, 0.0, 0.0] )
]);
index_buffer.append(&mut vec![
@ -1125,10 +1106,10 @@ impl<'a> Renderer2D<'a> {
let buffer_size = vertex_buffer.len() as u16;
vertex_buffer.append(&mut vec![
Vertex::new([-bound_x + position.x(), bound_y + position.y(), 0.0], [region.x0(), region.y0()], [0.0, 0.0, 0.0, 0.0]),
Vertex::new([-bound_x + position.x(), -bound_y + position.y(), 0.0], [region.x0(), region.y1()], [0.0, 0.0, 0.0, 0.0]),
Vertex::new([bound_x + position.x(), -bound_y + position.y(), 0.0], [region.x1(), region.y1()], [0.0, 0.0, 0.0, 0.0]),
Vertex::new([bound_x + position.x(), bound_y + position.y(), 0.0], [region.x1(), region.y0()], [0.0, 0.0, 0.0, 0.0])
Vertex::new([-bound_x + position.x(), bound_y + position.y(), 0.0], [region.u0(), region.v0()], [0.0, 0.0, 0.0, 0.0]),
Vertex::new([-bound_x + position.x(), -bound_y + position.y(), 0.0], [region.u0(), region.v1()], [0.0, 0.0, 0.0, 0.0]),
Vertex::new([bound_x + position.x(), -bound_y + position.y(), 0.0], [region.u1(), region.v1()], [0.0, 0.0, 0.0, 0.0]),
Vertex::new([bound_x + position.x(), bound_y + position.y(), 0.0], [region.u1(), region.v0()], [0.0, 0.0, 0.0, 0.0])
]);
index_buffer.append(&mut vec![