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textrender.cpp
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#include "textrender.hpp"
#include <ft2build.h>
#include FT_FREETYPE_H
#ifdef WIN32
#include "d3dx12.h"
#include <d3dcompiler.h>
#include <DirectXMath.h>
#include <wrl/client.h>
using Microsoft::WRL::ComPtr;
#endif
GLuint vao, vbo;
extern int WIN_W, WIN_H;
extern int g_font_size;
#ifdef WIN32
extern ID3D11Device *g_device11;
extern ID3D11DeviceContext *g_context11;
extern ID3D11VertexShader* g_vs_textrender;
extern ID3D11PixelShader* g_ps_textrender;
extern ID3DBlob *g_vs_textrender_blob;
extern void GlmMat4ToDirectXMatrix(DirectX::XMMATRIX* out, const glm::mat4& m);
extern void do_RenderText_D3D12(const std::wstring& text, float x, float y, float scale, glm::vec3 color, glm::mat4 transform);
ID3D11InputLayout *input_layout11;
#endif
extern GLuint g_programs[];
std::map<wchar_t, Character> g_characters;
#ifdef WIN32
std::map<wchar_t, Character_D3D11> g_characters_d3d11;
#endif
FT_Face g_face;
#ifdef WIN32
static ID3D11Buffer* vertex_buffer11;
static ID3D11Buffer* textcb_perscene11;
extern ID3D11BlendState* g_blendstate11;
#endif
void do_InitCommon() {
// Face
FT_Library ft;
if (FT_Init_FreeType(&ft)) {
printf("Error: cannot init FreeType library\n");
}
const char* ttfs[] = {
"/"
"/usr/share/fonts/truetype/arphic/uming.ttc",
"C:\\Windows\\Fonts\\simsun.ttc",
};
for (int i = 0; i < 2; i++) {
if (FT_New_Face(ft,
ttfs[i],
0, &g_face)) {
printf("Error: cannot load font file #%d=%s\n", i, ttfs[i]);
}
else break;
}
FT_Set_Pixel_Sizes(g_face, 0, g_font_size);
}
void InitTextRender() {
// VAO
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*6*4, nullptr, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
// index size type normalized stride pointer
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
do_InitCommon();
}
#ifdef WIN32
void InitTextRender_D3D11() {
// Declare a dynamic Vertex Buffer
// 4 floats per vertex, 3 vertex per triangle, 2 triangles per character, so 6*4
D3D11_BUFFER_DESC desc = { };
desc.ByteWidth = sizeof(float) * 6 * 4;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = sizeof(float) * 4;
desc.Usage = D3D11_USAGE_DYNAMIC;
assert(SUCCEEDED(g_device11->CreateBuffer(&desc, nullptr, &vertex_buffer11)));
desc.ByteWidth = sizeof(TextCbPerScene);
desc.StructureByteStride = sizeof(TextCbPerScene);
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
assert(SUCCEEDED(g_device11->CreateBuffer(&desc, nullptr, &textcb_perscene11)));
// Create Input Layout
D3D11_INPUT_ELEMENT_DESC inputdesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
assert(SUCCEEDED(g_device11->CreateInputLayout(inputdesc, 2, g_vs_textrender_blob->GetBufferPointer(),
g_vs_textrender_blob->GetBufferSize(), &input_layout11)));
do_InitCommon();
}
#endif
Character GetCharacter(wchar_t ch) {
if (g_characters.find(ch) == g_characters.end()) {
if (FT_Load_Char(g_face, ch, FT_LOAD_RENDER)) {
printf("Oh! Could not load character for rendering.\n");
}
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
g_face->glyph->bitmap.width,
g_face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
g_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 character = {
texture,
glm::ivec2(g_face->glyph->bitmap.width, g_face->glyph->bitmap.rows),
glm::ivec2(g_face->glyph->bitmap_left, g_face->glyph->bitmap_top),
(GLuint)(g_face->glyph->advance.x)
};
g_characters[ch] = character;
glBindTexture(GL_TEXTURE_2D, 0);
}
return g_characters[ch];
}
#ifdef WIN32
Character_D3D11 GetCharacter_D3D11(wchar_t ch) {
if (g_characters_d3d11.find(ch) == g_characters_d3d11.end()) {
if (FT_Load_Char(g_face, ch, FT_LOAD_RENDER)) {
printf("Oh! Could not load character for rendering.\n");
}
ID3D11Texture2D* tex = nullptr;
ID3D11ShaderResourceView *srv = nullptr;
int W = 0, H = 0;
if (g_face->glyph->bitmap.buffer) {
W = g_face->glyph->bitmap.width;
H = g_face->glyph->bitmap.rows;
D3D11_TEXTURE2D_DESC d2d = { };
d2d.MipLevels = 1;
d2d.Format = DXGI_FORMAT_R8_UNORM;
d2d.Width = W;
d2d.Height = H;
d2d.ArraySize = 1;
d2d.BindFlags = D3D11_BIND_SHADER_RESOURCE;
d2d.SampleDesc.Count = 1;
d2d.SampleDesc.Quality = 0;
D3D11_SUBRESOURCE_DATA sd = { };
sd.pSysMem = g_face->glyph->bitmap.buffer;
sd.SysMemPitch = W; // Line distance
assert(SUCCEEDED(g_device11->CreateTexture2D(&d2d, &sd, &tex)));
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = { };
srv_desc.Format = DXGI_FORMAT_R8_UNORM;
srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MipLevels = 1;
assert(SUCCEEDED(g_device11->CreateShaderResourceView(tex, &srv_desc, &srv)));
}
// texture, srv, size, bearing, advance
Character_D3D11 character_d3d11 = {
tex, srv,
glm::ivec2(W, H),
glm::ivec2(g_face->glyph->bitmap_left, g_face->glyph->bitmap_top),
(GLuint)(g_face->glyph->advance.x)
};
g_characters_d3d11[ch] = character_d3d11;
}
return g_characters_d3d11[ch];
}
#endif
void MeasureTextWidth(std::wstring text, float *w) {
float ret = 0.0f;
for (std::wstring::const_iterator itr = text.begin();
itr != text.end(); itr++) {
Character ch = GetCharacter(*itr);
ret = ret + ch.advance / 64.0f;
}
*w = ret;
}
// https://learnopengl.com/code_viewer.php?code=in-practice/text_rendering
void do_RenderText(GLuint program, std::wstring text, GLfloat x, GLfloat y, GLfloat scale, glm::vec3 color, glm::mat4 transform) {
glUseProgram(program);
glUniform3f(glGetUniformLocation(program, "textColor"), color.x, color.y, color.z);
glm::vec2 screensize(WIN_W, WIN_H);
glUniform2fv(glGetUniformLocation(program, "screensize"), 1, glm::value_ptr(screensize));
glUniformMatrix4fv(glGetUniformLocation(program, "transform"), 1, GL_FALSE, glm::value_ptr(transform));
glm::mat4 proj = glm::perspective(60.0f*3.14159f/180.0f, WIN_W*1.0f/WIN_H, 0.1f, 499.0f);
glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, glm::value_ptr(proj));
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(vao);
int idx = 0;
for (std::wstring::const_iterator itr = text.begin();
itr != text.end(); itr ++) {
Character ch = GetCharacter(*itr);
GLfloat xpos = x + ch.bearing.x * scale;
GLfloat ypos = y - ch.bearing.y * scale;
GLfloat w = ch.size.x * scale;
GLfloat h = ch.size.y * scale;
// Update VBO for each character
GLfloat vertices[6][4] = {
{ xpos, ypos + h, 0.0, 1.0 }, // +-------> +X
{ xpos + w, ypos, 1.0, 0.0 }, // |
{ xpos, ypos, 0.0, 0.0 }, // |
{ xpos, ypos + h, 0.0, 1.0 }, // V
{ xpos + w, ypos + h, 1.0, 1.0 }, //
{ xpos + w, ypos, 1.0, 0.0 }, // +Y
};
// Render glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.textureID);
// Update content of VBO memory
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); // Be sure to use glBufferSubData and not glBufferData
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Render quad
glDrawArrays(GL_TRIANGLES, 0, 6);
// Now advance cursors for next glyph (note that advance is number of 1/64 pixels)
x += (ch.advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64 (divide amount of 1/64th pixels by 64 to get amount of pixels))
idx ++;
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
#ifdef WIN32
void do_RenderText_D3D11(std::wstring text, float x, float y, float scale, glm::vec3 color, glm::mat4 transform) {
g_context11->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
g_context11->IASetInputLayout(input_layout11);
g_context11->VSSetShader(g_vs_textrender, nullptr, 0);
g_context11->PSSetShader(g_ps_textrender, nullptr, 0);
unsigned stride = sizeof(float) * 4;
unsigned zero = 0;
g_context11->IASetVertexBuffers(0, 1, &vertex_buffer11, &stride, &zero);
float blend_factor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
g_context11->OMSetBlendState(g_blendstate11, blend_factor, 0xFFFFFFFF);
g_context11->VSSetConstantBuffers(0, 1, &textcb_perscene11);
g_context11->PSSetConstantBuffers(0, 1, &textcb_perscene11);
TextCbPerScene cb_perscene = { };
cb_perscene.screensize.m128_f32[0] = WIN_W;
cb_perscene.screensize.m128_f32[1] = WIN_H;
GlmMat4ToDirectXMatrix(&cb_perscene.transform, transform);
glm::mat4 proj = glm::perspective(60.0f*3.14159f / 180.0f, WIN_W*1.0f / WIN_H, 0.1f, 499.0f);
GlmMat4ToDirectXMatrix(&cb_perscene.projection, proj);
cb_perscene.textcolor.m128_f32[0] = color.x;
cb_perscene.textcolor.m128_f32[1] = color.y;
cb_perscene.textcolor.m128_f32[2] = color.z;
D3D11_MAPPED_SUBRESOURCE mapped;
assert(SUCCEEDED(g_context11->Map(textcb_perscene11, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped)));
memcpy(mapped.pData, &cb_perscene, sizeof(cb_perscene));
g_context11->Unmap(textcb_perscene11, 0);
for (int i = 0; i<int(text.size()); i++) {
Character_D3D11 ch = GetCharacter_D3D11(text[i]);
if (ch.srv != nullptr) {
float xpos = x + ch.bearing.x * scale;
float ypos = y - ch.bearing.y * scale;
float w = ch.size.x * scale;
float h = ch.size.y * scale;
float vertices[6][4] = {
{ xpos, ypos + h, 0.0, 1.0 }, // +-------> +X
{ xpos, ypos, 0.0, 0.0 }, // |
{ xpos + w, ypos, 1.0, 0.0 }, // |
{ xpos, ypos + h, 0.0, 1.0 }, // V
{ xpos + w, ypos, 1.0, 0.0 }, //
{ xpos + w, ypos + h, 1.0, 1.0 }, // +Y
};
assert(SUCCEEDED(g_context11->Map(vertex_buffer11, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped)));
memcpy(mapped.pData, vertices, sizeof(vertices));
g_context11->Unmap(vertex_buffer11, 0);
g_context11->PSSetShaderResources(0, 1, &ch.srv);
g_context11->Draw(6, 0);
}
x += (ch.advance >> 6) * scale;
}
}
// For DX12
// TextPass's resources that depend on N
void TextPass::AllocateConstantBuffers(int n) {
num_max_chars = n;
CE(device12->CreateCommittedResource(
&keep(CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD)),
D3D12_HEAP_FLAG_NONE,
&keep(CD3DX12_RESOURCE_DESC::Buffer(sizeof(TextCbPerScene) * n)),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&per_scene_cbs)));
D3D12_DESCRIPTOR_HEAP_DESC desc{};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = num_max_chars;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
CE(device12->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&srv_heap)));
srv_descriptor_size = device12->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
// 4. Vertex buffers
CE(device12->CreateCommittedResource(
&keep(CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD)),
D3D12_HEAP_FLAG_NONE,
&keep(CD3DX12_RESOURCE_DESC::Buffer(sizeof(float) * 24 * num_max_chars)),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&vertex_buffers)));
}
void TextPass::InitD3D12() {
// 1. Shader
ID3DBlob* VS, * PS;
{
ID3DBlob* error = nullptr;
unsigned compile_flags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
const wchar_t* filenames[] = {
L"shaders_hlsl/textrender.hlsl",
L"../shaders_hlsl/textrender.hlsl",
};
for (size_t i = 0; i < 2; i++) {
HRESULT hr = D3DCompileFromFile(filenames[i], nullptr, nullptr,
"VSMain", "vs_5_0", compile_flags, 0, &VS, &error);
if (error) printf("Error compiling VS: %s\n", (char*)(error->GetBufferPointer()));
hr = D3DCompileFromFile(filenames[i], nullptr, nullptr,
"PSMain", "ps_5_0", compile_flags, 0, &PS, &error);
if (error) printf("Error compiling PS: %s\n", (char*)(error->GetBufferPointer()));
if (error == nullptr && hr == 0) break;
}
}
// 2. Root Signature
CD3DX12_DESCRIPTOR_RANGE1 ranges[1];
ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);
CD3DX12_ROOT_PARAMETER1 rootParameters[2];
rootParameters[0].InitAsConstantBufferView(0, 0, // per-scene CB,包含TextColor
D3D12_ROOT_DESCRIPTOR_FLAG_NONE, D3D12_SHADER_VISIBILITY_ALL);
rootParameters[1].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_ALL);
D3D12_STATIC_SAMPLER_DESC sampler = {};
sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler.MipLODBias = 0;
sampler.MaxAnisotropy = 4;
sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
sampler.MinLOD = 0.0f;
sampler.MaxLOD = D3D12_FLOAT32_MAX;
sampler.ShaderRegister = 0;
sampler.RegisterSpace = 0;
sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC root_sig_desc;
root_sig_desc.Init_1_1(_countof(rootParameters), rootParameters, 1, &sampler,
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
ComPtr<ID3DBlob> signature, error;
HRESULT hr = D3DX12SerializeVersionedRootSignature(&root_sig_desc,
D3D_ROOT_SIGNATURE_VERSION_1_1,
&signature, &error);
if (signature == nullptr) {
printf("Could not serialize root signature: %s\n",
(char*)(error->GetBufferPointer()));
}
CE(device12->CreateRootSignature(0, signature->GetBufferPointer(),
signature->GetBufferSize(), IID_PPV_ARGS(&root_signature)));
root_signature->SetName(L"Text Render Root Signature");
// 3. PSO
D3D12_INPUT_ELEMENT_DESC input_element_desc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
};
D3D12_BLEND_DESC blend_desc{};
blend_desc.AlphaToCoverageEnable = false;
blend_desc.IndependentBlendEnable = false;
blend_desc.RenderTarget[0].BlendEnable = true;
blend_desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
blend_desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
blend_desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
blend_desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
blend_desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
blend_desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc{};
pso_desc.pRootSignature = root_signature;
pso_desc.VS = CD3DX12_SHADER_BYTECODE(VS);
pso_desc.PS = CD3DX12_SHADER_BYTECODE(PS);
pso_desc.BlendState = blend_desc;
pso_desc.SampleMask = UINT_MAX;
pso_desc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
pso_desc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
pso_desc.InputLayout.pInputElementDescs = input_element_desc;
pso_desc.InputLayout.NumElements = 2;
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pso_desc.NumRenderTargets = 2;
pso_desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
pso_desc.RTVFormats[1] = DXGI_FORMAT_R32G32B32A32_FLOAT;
pso_desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
pso_desc.SampleDesc.Count = 1;
CE(device12->CreateGraphicsPipelineState(&pso_desc, IID_PPV_ARGS(&pipeline_state)));
// todo: populate per-scene cb
}
void TextPass::InitFreetype() {
FT_Library ft;
if (FT_Init_FreeType(&ft)) {
printf("Error: cannot init FreeType library\n");
}
const char* ttfs[] = {
"/"
"/usr/share/fonts/truetype/arphic/uming.ttc",
"C:\\Windows\\Fonts\\simsun.ttc",
};
for (int i = 0; i < 2; i++) {
if (FT_New_Face(ft,
ttfs[i],
0, &face)) {
printf("Font file #%d=%s: cannot load\n", i, ttfs[i]);
}
else {
printf("Font file #%d=%s: load complete\n", i, ttfs[i]);
break;
}
}
FT_Set_Pixel_Sizes(face, 0, 20);
g_face = face;
}
Character_D3D12* TextPass::CreateOrGetChar(wchar_t ch) {
if (characters_d3d12.count(ch) > 0) {
return &(characters_d3d12.at(ch));
}
if (FT_Load_Char(face, ch, FT_LOAD_RENDER)) {
printf("Oh! Could not load character for rendering.\n");
}
if (face->glyph->bitmap.buffer) {
const int W = face->glyph->bitmap.width;
const int H = face->glyph->bitmap.rows;
// https://www.braynzarsoft.net/viewtutorial/q16390-directx-12-textures-from-file
ID3D12Resource* rsrc, * intermediate;
D3D12_RESOURCE_DESC tex_desc = CD3DX12_RESOURCE_DESC::Tex2D(
DXGI_FORMAT_R8_UNORM, W, H, 1, 0, 1, 0,
D3D12_RESOURCE_FLAG_NONE);
CE(device12->CreateCommittedResource(
&keep(CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT)),
D3D12_HEAP_FLAG_NONE,
&tex_desc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&rsrc)));
uint64_t tex_upload_buffer_size;
device12->GetCopyableFootprints(&tex_desc, 0, 1, 0, nullptr, nullptr, nullptr, &tex_upload_buffer_size);
printf("Tex upload buffer size: %llu\n", tex_upload_buffer_size);
CE(device12->CreateCommittedResource(
&keep(CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD)), // upload heap
D3D12_HEAP_FLAG_NONE, // no flags
&keep(CD3DX12_RESOURCE_DESC::Buffer(tex_upload_buffer_size)), // resource description for a buffer (storing the image data in this heap just to copy to the default heap)
D3D12_RESOURCE_STATE_GENERIC_READ, // We will copy the contents from this heap to the default heap above
nullptr,
IID_PPV_ARGS(&intermediate)));
D3D12_SUBRESOURCE_DATA tex_data = {};
tex_data.pData = face->glyph->bitmap.buffer;
tex_data.RowPitch = W;
tex_data.SlicePitch = W * H;
CE(command_list->Reset(command_allocator, pipeline_state));
::UpdateSubresources(command_list, rsrc, intermediate, 0, 0, 1, &tex_data);
command_list->ResourceBarrier(1, &keep(CD3DX12_RESOURCE_BARRIER::Transition(
rsrc, D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)));
CE(command_list->Close());
command_queue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&command_list);
CD3DX12_CPU_DESCRIPTOR_HANDLE srv_handle(srv_heap->GetCPUDescriptorHandleForHeapStart());
int offset = int(characters_d3d12.size());
srv_handle.Offset(offset, srv_descriptor_size);
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc{};
srv_desc.Format = DXGI_FORMAT_R8_UNORM;
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srv_desc.Texture2D.MostDetailedMip = 0;
srv_desc.Texture2D.MipLevels = 1;
device12->CreateShaderResourceView(rsrc, &srv_desc, srv_handle);
Character_D3D12 ch12;
ch12.texture = rsrc;
ch12.size = glm::ivec2(W, H);
ch12.bearing = glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top);
ch12.advance = face->glyph->advance.x;
ch12.offset_in_srv_heap = offset;
characters_d3d12[ch] = ch12;
return &(characters_d3d12.at(ch));
}
else return nullptr;
}
void TextPass::AddText(std::wstring text, float x, float y, float scale, glm::vec3 color, glm::mat4 transform) {
bool need_new_perscene_cb = false;
if (num_per_scene_cbs == 0 || color != last_color || transform != last_transform) {
need_new_perscene_cb = true;
last_color = color;
last_transform = transform;
}
if (need_new_perscene_cb) {
TextCbPerScene cb_perscene = { };
cb_perscene.screensize.m128_f32[0] = WIN_W;
cb_perscene.screensize.m128_f32[1] = WIN_H;
GlmMat4ToDirectXMatrix(&cb_perscene.transform, transform);
glm::mat4 proj = glm::perspective(60.0f * 3.14159f / 180.0f, WIN_W * 1.0f / WIN_H, 0.1f, 499.0f);
GlmMat4ToDirectXMatrix(&cb_perscene.projection, proj);
cb_perscene.textcolor.m128_f32[0] = color.x;
cb_perscene.textcolor.m128_f32[1] = color.y;
cb_perscene.textcolor.m128_f32[2] = color.z;
CD3DX12_RANGE readRange(0, 0);
size_t offset = sizeof(TextCbPerScene) * num_per_scene_cbs;
UINT8* pData;
CE(per_scene_cbs->Map(0, &readRange, (void**)&pData));
memcpy(pData + offset, &cb_perscene, sizeof(TextCbPerScene));
CD3DX12_RANGE writeRange(offset, offset + sizeof(TextCbPerScene));
per_scene_cbs->Unmap(0, &writeRange);
num_per_scene_cbs++;
}
const int per_scene_cb_index = num_per_scene_cbs - 1;
for (size_t i = 0; i < text.size(); i++) {
wchar_t ch = text.at(i);
Character_D3D12* ch12 = CreateOrGetChar(ch);
if (ch12 == nullptr) { // Space
x += 8 * scale;
continue;
}
float xpos = x + ch12->bearing.x * scale;
float ypos = y - ch12->bearing.y * scale;
float w = ch12->size.x * scale;
float h = ch12->size.y * scale;
x = xpos + w;
float vertices[6][4] = {
{ xpos, ypos + h, 0.0, 1.0 }, // +-------> +X
{ xpos, ypos, 0.0, 0.0 }, // |
{ xpos + w, ypos, 1.0, 0.0 }, // |
{ xpos, ypos + h, 0.0, 1.0 }, // V
{ xpos + w, ypos, 1.0, 0.0 }, //
{ xpos + w, ypos + h, 1.0, 1.0 }, // +Y
};
const int size = sizeof(vertices);
const int offset = characters_to_display.size() * size;
UINT8* pData;
CD3DX12_RANGE readRange(0, 0);
CE(vertex_buffers->Map(0, &readRange, (void**)&pData));
memcpy(pData + offset, vertices, size);
CD3DX12_RANGE writeRange(offset, offset + size);
vertex_buffers->Unmap(0, &writeRange);
D3D12_VERTEX_BUFFER_VIEW vbv{};
vbv.BufferLocation = vertex_buffers->GetGPUVirtualAddress() + offset;
vbv.StrideInBytes = sizeof(float) * 4;
vbv.SizeInBytes = sizeof(vertices);
CharacterToDisplay ctd{};
ctd.character = ch12;
ctd.vbv = vbv;
ctd.per_scene_cb_index = per_scene_cb_index;
characters_to_display.push_back(ctd);
}
}
#endif
void RenderText(GraphicsAPI api, std::wstring text, GLfloat x, GLfloat y, GLfloat scale, glm::vec3 color, glm::mat4 transform) {
switch (api) {
#ifdef WIN32
case ClimbD3D11: do_RenderText_D3D11(text, x, y, scale, color, transform); break;
case ClimbD3D12: do_RenderText_D3D12(text, x, y, scale, color, transform); break;
#endif
case ClimbOpenGL: do_RenderText(g_programs[6], text, x, y, scale, color, transform); break;
default: break;
}
}