wip billboard text rendering

This commit is contained in:
Moritz Zwerger 2023-11-03 09:43:32 +01:00
parent 977127add7
commit 7619b98a6a
No known key found for this signature in database
GPG Key ID: 5CAD791931B09AC4
8 changed files with 181 additions and 10 deletions

View File

@ -15,6 +15,7 @@ package de.bixilon.minosoft.gui.rendering.entities.feature.register
import de.bixilon.minosoft.gui.rendering.entities.EntitiesRenderer
import de.bixilon.minosoft.gui.rendering.entities.feature.hitbox.HitboxManager
import de.bixilon.minosoft.gui.rendering.entities.feature.text.BillboardTextRegister
import de.bixilon.minosoft.gui.rendering.entities.renderer.living.player.PlayerRegister
import de.bixilon.minosoft.util.Initializable
@ -23,6 +24,7 @@ class EntityRenderFeatures(renderer: EntitiesRenderer) : Initializable {
val hitbox = HitboxManager(renderer).register()
val player = PlayerRegister(renderer).register()
val text = BillboardTextRegister(renderer).register()
override fun init() {

View File

@ -13,12 +13,16 @@
package de.bixilon.minosoft.gui.rendering.entities.feature.text
import de.bixilon.kotlinglm.mat4x4.Mat4
import de.bixilon.kotlinglm.vec2.Vec2
import de.bixilon.kotlinglm.vec3.Vec3
import de.bixilon.minosoft.data.text.ChatComponent
import de.bixilon.minosoft.gui.rendering.entities.feature.EntityRenderFeature
import de.bixilon.minosoft.gui.rendering.entities.renderer.EntityRenderer
import de.bixilon.minosoft.gui.rendering.font.renderer.component.ChatComponentRenderer
import de.bixilon.minosoft.gui.rendering.font.renderer.element.TextRenderInfo
import de.bixilon.minosoft.gui.rendering.font.renderer.element.TextRenderProperties
import de.bixilon.minosoft.gui.rendering.system.base.DepthFunctions
import de.bixilon.minosoft.gui.rendering.util.mesh.Mesh
open class BillboardTextFeature(
@ -26,6 +30,7 @@ open class BillboardTextFeature(
text: ChatComponent?,
) : EntityRenderFeature(renderer) {
private var mesh: BillboardTextMesh? = null
private var info: TextRenderInfo? = null
var text: ChatComponent? = text
set(value) {
if (field == value) return
@ -35,20 +40,32 @@ open class BillboardTextFeature(
override fun update(millis: Long, delta: Float) {
if (!enabled) return unload()
if (this.mesh != null) return // matrix, ...?
val text = this.text ?: return unload()
if (text.length == 0) return unload()
createMesh(text)
}
private fun createMesh(text: ChatComponent) {
val mesh = BillboardTextMesh(renderer.renderer.context)
val properties = TextRenderProperties()
ChatComponentRenderer.render3d(renderer.renderer.context, properties, Vec2(Int.MAX_VALUE), mesh, text)
val info = ChatComponentRenderer.render3d(renderer.renderer.context, PROPERTIES, MAX_SIZE, mesh, text)
this.mesh = mesh
this.info = info
}
override fun draw() {
// TODO: shader
mesh?.draw()
val mesh = this.mesh ?: return
if (mesh.state != Mesh.MeshStates.LOADED) mesh.load()
renderer.renderer.context.system.reset(depth = DepthFunctions.ALWAYS)
val shader = renderer.renderer.features.text.shader
shader.use()
val matrix = Mat4()
.translateAssign(Vec3(renderer.entity.renderInfo.position + renderer.renderer.context.camera.offset.offset) + Vec3(0, 2, 0))
shader.matrix = matrix
mesh.draw()
}
override fun updateVisibility(occluded: Boolean) {
@ -57,7 +74,14 @@ open class BillboardTextFeature(
override fun unload() {
val mesh = this.mesh ?: return
this.mesh = null
this.info = null
if (mesh.state != Mesh.MeshStates.LOADED) return
renderer.renderer.queue += { mesh.unload() }
}
private companion object {
val PROPERTIES = TextRenderProperties(allowNewLine = false)
val MAX_SIZE = Vec2(150.0f, PROPERTIES.lineHeight)
}
}

View File

@ -0,0 +1,26 @@
/*
* Minosoft
* Copyright (C) 2020-2023 Moritz Zwerger
*
* This program is free software: you can redistribute it and/or modify it under the terms of the GNU 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
*
* This software is not affiliated with Mojang AB, the original developer of Minecraft.
*/
package de.bixilon.minosoft.gui.rendering.entities.feature.text
import de.bixilon.minosoft.data.registries.identified.Namespaces.minosoft
import de.bixilon.minosoft.gui.rendering.entities.EntitiesRenderer
import de.bixilon.minosoft.gui.rendering.entities.feature.register.FeatureRegister
class BillboardTextRegister(renderer: EntitiesRenderer) : FeatureRegister {
val shader = renderer.context.system.createShader(minosoft("entities/features/text"), ::BillboardTextShader)
override fun postInit() {
shader.load()
}
}

View File

@ -0,0 +1,37 @@
/*
* Minosoft
* Copyright (C) 2020-2023 Moritz Zwerger
*
* This program is free software: you can redistribute it and/or modify it under the terms of the GNU 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
*
* This software is not affiliated with Mojang AB, the original developer of Minecraft.
*/
package de.bixilon.minosoft.gui.rendering.entities.feature.text
import de.bixilon.kotlinglm.mat4x4.Mat4
import de.bixilon.kotlinglm.vec3.Vec3
import de.bixilon.minosoft.gui.rendering.camera.FogManager
import de.bixilon.minosoft.gui.rendering.light.LightmapBuffer
import de.bixilon.minosoft.gui.rendering.shader.Shader
import de.bixilon.minosoft.gui.rendering.shader.types.FogShader
import de.bixilon.minosoft.gui.rendering.shader.types.LightShader
import de.bixilon.minosoft.gui.rendering.shader.types.TextureShader
import de.bixilon.minosoft.gui.rendering.shader.types.ViewProjectionShader
import de.bixilon.minosoft.gui.rendering.system.base.shader.NativeShader
import de.bixilon.minosoft.gui.rendering.system.base.texture.TextureManager
class BillboardTextShader(
override val native: NativeShader,
) : Shader(), TextureShader, LightShader, ViewProjectionShader, FogShader {
override var textures: TextureManager by textureManager()
override val lightmap: LightmapBuffer by lightmap()
override var viewProjectionMatrix: Mat4 by viewProjectionMatrix()
override var cameraPosition: Vec3 by cameraPosition()
override var fog: FogManager by fog()
var matrix: Mat4 by uniform("uMatrix", Mat4())
}

View File

@ -16,7 +16,7 @@
layout (location = 0) in vec3 vinPosition;
layout (location = 1) in vec2 vinUV;
layout (location = 2) in float vinIndexLayerAnimation;// texture index (0xF0000000), texture layer (0x0FFFF000), animation index (0x00000FFF)
layout (location = 3) in float vinTintColorAndLight;// Light (0xFF000000); 3 bytes color (0x00FFFFFF)
layout (location = 3) in float vinLightTint;// Light (0xFF000000); 3 bytes color (0x00FFFFFF)
#include "minosoft:animation/header_vertex"
@ -30,8 +30,8 @@ uniform mat4 uViewProjectionMatrix;
void main() {
gl_Position = uViewProjectionMatrix * vec4(vinPosition, 1.0f);
uint tintColorAndLight = floatBitsToUint(vinTintColorAndLight);
finTintColor = getRGBColor(tintColorAndLight & 0xFFFFFFu) * getLight(tintColorAndLight >> 24u);
uint lightTint = floatBitsToUint(vinLightTint);
finTintColor = getRGBColor(lightTint & 0xFFFFFFu) * getLight(lightTint >> 24u);
finFragmentPosition = vinPosition;
run_animation();

View File

@ -16,7 +16,7 @@
layout (location = 0) in vec3 vinPosition;
layout (location = 1) in vec2 vinUV;
layout (location = 2) in float vinIndexLayerAnimation;// texture index (0xF0000000), texture layer (0x0FFFF000)
layout (location = 3) in float vinTintColorAndLight;// Light (0xFF000000); 3 bytes color (0x00FFFFFF)
layout (location = 3) in float vinLightTint;// Light (0xFF000000); 3 bytes color (0x00FFFFFF)
uniform mat4 uViewProjectionMatrix;
@ -34,8 +34,8 @@ out vec4 finTintColor;
void main() {
gl_Position = uViewProjectionMatrix * vec4(vinPosition, 1.0f);
uint tintColorAndLight = floatBitsToUint(vinTintColorAndLight);
finTintColor = getRGBColor(tintColorAndLight & 0xFFFFFFu) * getLight(tintColorAndLight >> 24u);
uint lightTint = floatBitsToUint(vinLightTint);
finTintColor = getRGBColor(lightTint & 0xFFFFFFu) * getLight(lightTint >> 24u);
finFragmentPosition = vinPosition;
uint indexLayerAnimation = floatBitsToUint(vinIndexLayerAnimation);

View File

@ -0,0 +1,37 @@
/*
* Minosoft
* Copyright (C) 2020 Moritz Zwerger
*
* This program is free software: you can redistribute it and/or modify it under the terms of the GNU 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
*
* This software is not affiliated with Mojang AB, the original developer of Minecraft.
*/
#version 330 core
out vec4 foutColor;
flat in uint finTextureIndex;
in vec3 finTextureCoordinates;
in vec4 finTintColor;
#include "minosoft:texture"
#include "minosoft:alpha"
#include "minosoft:fog"
void main() {
vec4 texelColor = getTexture(finTextureIndex, finTextureCoordinates, 0.0f);
discard_if_0(texelColor.a);
foutColor = texelColor * finTintColor;
set_alpha_transparent();
set_fog();
}

View File

@ -0,0 +1,45 @@
/*
* Minosoft
* Copyright (C) 2020 Moritz Zwerger
*
* This program is free software: you can redistribute it and/or modify it under the terms of the GNU 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
*
* This software is not affiliated with Mojang AB, the original developer of Minecraft.
*/
#version 330 core
layout (location = 0) in vec3 vinPosition;
layout (location = 1) in vec2 vinUV;
layout (location = 2) in float vinIndexLayerAnimation;// texture index (0xF0000000), texture layer (0x0FFFF000)
layout (location = 3) in float vinLightTint;// Light (0xFF000000); 3 bytes color (0x00FFFFFF)
uniform mat4 uViewProjectionMatrix;
uniform mat4 uMatrix;
flat out uint finTextureIndex;
out vec3 finTextureCoordinates;
out vec3 finFragmentPosition;
out vec4 finTintColor;
#include "minosoft:color"
#include "minosoft:light"
void main() {
gl_Position = uViewProjectionMatrix * uMatrix * vec4(vinPosition, 1.0f);
uint lightTint = floatBitsToUint(vinLightTint);
finTintColor = getRGBColor(lightTint & 0xFFFFFFu);// * getLight(lightTint >> 24u); // TODO
finFragmentPosition = vinPosition;
uint indexLayerAnimation = floatBitsToUint(vinIndexLayerAnimation);
finTextureIndex = indexLayerAnimation >> 28u;
finTextureCoordinates = vec3(vinUV, ((indexLayerAnimation >> 12) & 0xFFFFu));
}