move 3d texts rendering code to TextsRenderer

This commit is contained in:
MihailRis
2024-11-14 05:43:01 +03:00
parent 5b3fe465b9
commit 42b26707cb
4 changed files with 147 additions and 113 deletions
+104
View File
@@ -0,0 +1,104 @@
#include "TextsRenderer.hpp"
#include "TextNote.hpp"
#include "maths/util.hpp"
#include "assets/Assets.hpp"
#include "window/Camera.hpp"
#include "maths/FrustumCulling.hpp"
#include "graphics/core/Font.hpp"
#include "graphics/core/Batch3D.hpp"
#include "graphics/core/Shader.hpp"
#include "presets/NotePreset.hpp"
TextsRenderer::TextsRenderer(const Frustum* frustum) : frustum(frustum) {
}
void TextsRenderer::renderText(
Batch3D& batch,
const TextNote& note,
const DrawContext& context,
const Assets& assets,
const Camera& camera,
const EngineSettings& settings,
bool hudVisible
) {
const auto& text = note.getText();
const auto& preset = note.getPreset();
const auto& pos = note.getPosition();
if (util::distance2(pos, camera.position) >
util::sqr(preset.renderDistance / camera.zoom)) {
return;
}
// Projected notes are displayed on the front layer only
if (preset.displayMode == NoteDisplayMode::PROJECTED) {
return;
}
auto& font = assets.require<Font>("normal");
glm::vec3 xvec {1, 0, 0};
glm::vec3 yvec {0, 1, 0};
int width = font.calcWidth(text, text.length());
if (preset.displayMode == NoteDisplayMode::Y_FREE_BILLBOARD ||
preset.displayMode == NoteDisplayMode::XY_FREE_BILLBOARD) {
xvec = camera.position - pos;
xvec.y = 0;
std::swap(xvec.x, xvec.z);
xvec.z *= -1;
xvec = glm::normalize(xvec);
if (preset.displayMode == NoteDisplayMode::XY_FREE_BILLBOARD) {
yvec = camera.up;
}
}
if (preset.displayMode != NoteDisplayMode::PROJECTED) {
if (!frustum->isBoxVisible(pos - xvec * (width * 0.5f),
pos + xvec * (width * 0.5f))) {
return;
}
}
batch.setColor(preset.color);
font.draw(
batch,
text,
pos - xvec * (width * 0.5f) * preset.scale,
xvec * preset.scale,
yvec * preset.scale
);
}
void TextsRenderer::renderTexts(
Batch3D& batch,
const DrawContext& context,
const Assets& assets,
const Camera& camera,
const EngineSettings& settings,
bool hudVisible,
bool frontLayer
) {
std::vector<TextNote> notes;
NotePreset preset;
preset.displayMode = NoteDisplayMode::STATIC_BILLBOARD;
preset.color = glm::vec4(0, 0, 0, 1);
preset.scale = 0.005f;
notes.emplace_back(
L"Segmentation fault",
std::move(preset),
glm::vec3(0.5f, 99.5f, 0.0015f)
);
auto& shader = assets.require<Shader>("ui3d");
shader.use();
shader.uniformMatrix("u_projview", camera.getProjView());
shader.uniformMatrix("u_apply", glm::mat4(1.0f));
batch.begin();
for (const auto& note : notes) {
renderText(batch, note, context, assets, camera, settings, hudVisible);
}
batch.flush();
}