Added text rendering to show fps

This commit is contained in:
2023-10-15 00:20:31 -04:00
parent f7bf70f4c5
commit 961dfa0ab7
7 changed files with 211 additions and 8 deletions

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@@ -1,15 +1,16 @@
CC := g++
CFLAGS := -std=c++17 -O3
LDFLAGS := -ldl -lglfw
INCLUDES := -I/usr/include/freetype2/ -I/usr/include/libpng16
ghostland: glad.o ghostland.o stb_image.o collisions.o player.o shader.o ghost.o
$(CC) -o ghostland glad.o ghostland.o stb_image.o collisions.o player.o shader.o ghost.o $(LDFLAGS) $(CFLAGS)
ghostland: glad.o ghostland.o stb_image.o collisions.o player.o shader.o ghost.o text.o
$(CC) -o ghostland glad.o ghostland.o stb_image.o collisions.o player.o shader.o ghost.o text.o /usr/lib/x86_64-linux-gnu/libfreetype.so $(LDFLAGS) $(CFLAGS)
glad.o: glad.c
$(CC) -c -o glad.o glad.c $(CFLAGS)
ghostland.o: ghostland.cpp
$(CC) -c -o ghostland.o ghostland.cpp $(CFLAGS)
$(CC) -c -o ghostland.o ghostland.cpp $(CFLAGS) $(INCLUDES)
stb_image.o: stb_image.c
$(CC) -c -o stb_image.o stb_image.c $(CFLAGS)
@@ -26,5 +27,8 @@ shader.o: shader.cpp shader.h
ghost.o: ghost.cpp ghost.h
$(CC) -c -o ghost.o ghost.cpp $(CFLAGS)
text.o: text.cpp text.h
$(CC) -c -o text.o text.cpp $(CFLAGS) $(INCLUDES)
clean:
rm -f *.o ghostland

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@@ -2,6 +2,7 @@
#include <stdio.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
@@ -17,6 +18,7 @@
#include "player.h"
#include "shader.h"
#include "ghost.h"
#include "text.h"
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
@@ -172,7 +174,7 @@ int main(int argc, char *argv[])
}
glEnable(GL_DEPTH_TEST);
//glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -314,6 +316,14 @@ int main(int argc, char *argv[])
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(ghost_data);
// do stuff for text
int text_program;
if (init_text(&text_program) < 0) {
printf("Failed to load text module!\n");
glfwTerminate();
return -1;
}
// TODO move these into config file??
int time_secI = 0, num_frames = 1;
float time_sec;
@@ -333,13 +343,16 @@ int main(int argc, char *argv[])
ghosts.push_back(new Ghost(xmin_wall, xmax_wall, zmin_wall, zmax_wall));
}
player->mouse_callback(window, WINDOWWIDTH/2, WINDOWHEIGHT/2);
player->mouse_callback(window, WINDOWWIDTH, WINDOWHEIGHT);
int FPS = -1;
while (!glfwWindowShouldClose(window))
{
float current_frame = static_cast<float>(glfwGetTime());
int current_frameI = (int)current_frame;
if (current_frameI != time_secI) {
if (current_frameI != time_secI) { // show stats every second
FPS = num_frames;
glm::vec3 player_pos = player->get_position();
float yaw, pitch;
yaw = player->get_yaw();
@@ -358,7 +371,7 @@ int main(int argc, char *argv[])
if (trail_sz < trailmax) {
trail_sz++;
}
} else {
} else { // otherwise increase number of frames
num_frames++;
}
timed = current_frame - last_frame;
@@ -463,6 +476,15 @@ int main(int argc, char *argv[])
glDrawArrays(GL_TRIANGLES, 0, (3 + 3 + 2) * 6);
}
if (FPS != -1) {
glUseProgram(text_program);
projection = glm::ortho(0.0f, static_cast<float>(WINDOWWIDTH), 0.0f, static_cast<float>(WINDOWHEIGHT));
set_uniform(text_program, projectionC, projection);
char fps_buff[256];
sprintf(fps_buff, "FPS: %d", FPS);
render_text(text_program, std::string(fps_buff), 25.0F, WINDOWHEIGHT - 35.0f, 0.5f, glm::vec3(1.0f, 0.0f, 0.0f));
}
player->apply_movement(timed);
glfwSwapBuffers(window);

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@@ -1,4 +1,4 @@
845.0 2.5 -5.0 270.0
845.0 2.5 -5.0 0.0
6498
-0.5 0.0 0.5 0.0 0.0 1.0
959.5 0.0 0.5 0.0 0.0 1.0

141
text.cpp Normal file
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@@ -0,0 +1,141 @@
#include <glm/glm.hpp>
#include <map>
#include <glad/glad.h>
#include "text.h"
#include "shader.h"
FT_Library ft;
FT_Face face;
const char *textcolorC = "textColor";
unsigned int textVAO, textVBO;
struct character_t {
unsigned int texture_id;
glm::ivec2 size;
glm::ivec2 bearing;
unsigned int advance;
};
std::map<char, character_t> glyph_to_character;
int init_text(int *shader) {
if (FT_Init_FreeType(&ft)) {
printf("Could not init freetype library.\n");
return -1;
}
if (FT_New_Face(ft, "fonts/LiberationSerif-Regular.ttf", 0, &face)) {
printf("Could not font face.\n");
return -1;
}
FT_Set_Pixel_Sizes(face, 0, 48);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (unsigned char c = 0; c < 128; c++) {
if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
printf("Failed to load glyph: %c\n", c);
return -1;
}
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
character_t character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
static_cast<unsigned int>(face->glyph->advance.x),
};
glyph_to_character.insert(std::pair<char, character_t>(c, character));
}
glBindTexture(GL_TEXTURE_2D, 0);
FT_Done_Face(face);
FT_Done_FreeType(ft);
// configure textVAO/textVBO for texture quads
// -----------------------------------
glGenVertexArrays(1, &textVAO);
glGenBuffers(1, &textVBO);
glBindVertexArray(textVAO);
glBindBuffer(GL_ARRAY_BUFFER, textVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
*shader = create_shader_program("textshader.glsl", "textfragshader.glsl");
if (*shader < 0) {
printf("Got error compiling text shader!\n");
return -1;
}
return 0;
}
void render_text(int shader, std::string text, float x, float y, float scale, glm::vec3 color) {
set_uniform(shader, textcolorC, color);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(textVAO);
std::string::const_iterator c;
for (c = text.begin(); c != text.end(); c++) {
character_t ch = glyph_to_character[*c];
float xpos = x + ch.bearing.x * scale;
float ypos = y - (ch.size.y - ch.bearing.y) * scale;
float w = ch.size.x * scale;
float h = ch.size.y * scale;
float vertices[24] = {
xpos, ypos + h, 0.0f, 0.0f,
xpos, ypos, 0.0f, 1.0f,
xpos + w, ypos, 1.0f, 1.0f,
xpos, ypos + h, 0.0f, 0.0f,
xpos + w, ypos, 1.0f, 1.0f,
xpos + w, ypos + h, 1.0f, 0.0f,
};
glBindTexture(GL_TEXTURE_2D, ch.texture_id);
glBindBuffer(GL_ARRAY_BUFFER, textVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (2 + 2) * 6, vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, (2 + 2) * 6);
x += (ch.advance >> 6) * scale;
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}

13
text.h Normal file
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@@ -0,0 +1,13 @@
#ifndef TEXT_H
#define TEXT_H
#include <stdio.h>
#include <string>
#include <ft2build.h>
#include FT_FREETYPE_H
int init_text(int *shader);
void render_text(int shader, std::string text, float x, float y, float scale, glm::vec3 color);
#endif

12
textfragshader.glsl Normal file
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@@ -0,0 +1,12 @@
#version 460 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec3 textColor;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
color = vec4(textColor, 1.0) * sampled;
}

11
textshader.glsl Normal file
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@@ -0,0 +1,11 @@
#version 460 core
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(vertex.xy, 0.0f, 1.0);
TexCoords = vertex.zw;
}