Im trying to use two VBO's, one for sprites and one for font/text rendering.
However the glDrawArrays() inside CreateText() function doesn't draw the vertices produced and sent with glBufferSubData to the vbo_text buffer.
I've been thinking that the problem is that InitializeVBO() is setting the glEnableVerteArray() to the same positions as the vbo_sprite.
But can't you let the attribindex be the same for different VBO's?
I mean, shouldn't this work?
gen/bind buffer 1
glEnableVertexAttrib(0); glVertexAttriPointer(0, ... ..., pos);
glEnableVertexAttrib(1); glVertexAttriPointer(1, ... ..., col);
glEnableVertexAttrib(2); glVertexAttriPointer(2, ... ..., texCoord);
gen/bind buffer 2
glEnableVertexAttrib(0); glVertexAttriPointer(0, ... ..., pos);
glEnableVertexAttrib(1); glVertexAttriPointer(1, ... ..., col);
glEnableVertexAttrib(2); glVertexAttriPointer(2, ... ..., texCoord);
or must you do this?
gen/bind buffer 1
glEnableVertexAttrib(0); glVertexAttriPointer(0, ... ..., pos);
glEnableVertexAttrib(1); glVertexAttriPointer(1, ... ..., col);
glEnableVertexAttrib(2); glVertexAttriPointer(2, ... ..., texCoord);
gen/bind buffer 2
glEnableVertexAttrib(3); glVertexAttriPointer(3, ... ..., pos);
glEnableVertexAttrib(4); glVertexAttriPointer(4, ... ..., col);
glEnableVertexAttrib(5); glVertexAttriPointer(5, ... ..., texCoord);
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aaand.... i know the CreateText isn't very efficient but i just want it to be simple and easy to get some text to the screen.
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#include "assert.h" #include "cj_engine.h" GLenum err = 0; bool init = false; struct RENDERER { u32 VAO; }; struct CJ_VTX_QUAD { V2f pos; V4f col; V2f tCoord; }; struct TILEMAP { u32 w; u32 h; ENTITY *entity; }; struct GAME_HANDLER { ENTITY entity_batch[1000]; u32 entity_used; u32 entity_id; CJ_VTX_QUAD *pVertex; u32 vtx_id; TILEMAP tilemap; ENTITY *player; ENTITY *monster; ENTITY *camera; }; struct CJ_VBO { u32 id; u8 *base; u32 used; u32 size; }; RENDERER CreateRenderer() { RENDERER renderer = {}; glGenVertexArrays(1, &renderer.VAO); glBindVertexArray(renderer.VAO); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); return renderer; } struct CJ_VTX_ATTRIB { u32 size; GLenum type; u32 stride; u32 offset; }; u32 CreateText(CJ_PLATFORM *platform, CJ_VBO *vbo, TEXTUREINFO tex_i, char *str, V2f pos, V4f col); void InitializeVBO(CJ_VBO *vbo, u8* base, u32 size, u32 n_attribs, CJ_VTX_ATTRIB *vtx_attrib) { vbo->base = base; vbo->size = size; glGenBuffers(1, &vbo->id); glBindBuffer(GL_ARRAY_BUFFER, vbo->id); glBufferData(GL_ARRAY_BUFFER, vbo->size, vbo->base, GL_DYNAMIC_DRAW); for(u32 i = 0; i < n_attribs; i++) { vtx_attrib[i].offset *= sizeof(float); vtx_attrib[i].stride *= sizeof(float); glEnableVertexAttribArray(i); glVertexAttribPointer(i, vtx_attrib[i].size, vtx_attrib[i].type, false, vtx_attrib[i].stride, (void*)vtx_attrib[i].offset); } } void InitQuad(CJ_VBO *vbo, u32 index, V2f pos, V2f size) { CJ_VTX_QUAD *vertex = (CJ_VTX_QUAD*)vbo->base; vertex[index + 0].pos = v2f(pos.x, pos.y); vertex[index + 1].pos = v2f(pos.x, pos.y + size.y); vertex[index + 2].pos = v2f(pos.x + size.x, pos.y + size.y); vertex[index + 3].pos = v2f(pos.x + size.x, pos.y); } void SetQuad_X(CJ_VBO *vbo, u32 index, float x) { CJ_VTX_QUAD *vertex = (CJ_VTX_QUAD*)vbo->base; vertex[index + 0].pos.x = x; vertex[index + 1].pos.x = x; } void SetQuad_Y(CJ_VBO *vbo, u32 index, float y) { CJ_VTX_QUAD *vertex = (CJ_VTX_QUAD*)vbo->base; vertex[index + 0].pos.y = y; vertex[index + 1].pos.y = y; } void SetQuad_W(CJ_VBO *vbo, u32 index, float w) { CJ_VTX_QUAD *vertex = (CJ_VTX_QUAD*)vbo->base; vertex[index + 2].pos.x = vertex[index + 0].pos.x + w; vertex[index + 3].pos.x = vertex[index + 0].pos.x + w; } void SetQuad_H(CJ_VBO *vbo, u32 index, float h) { CJ_VTX_QUAD *vertex = (CJ_VTX_QUAD*)vbo->base; vertex[index + 2].pos.y = vertex[index + 0].pos.y + h; vertex[index + 3].pos.y = vertex[index + 0].pos.y + h; } void SetQuad_Col(CJ_VBO *vbo, u32 index, V4f col) { CJ_VTX_QUAD *vertex = (CJ_VTX_QUAD*)vbo->base; vertex[index + 0].col = col; vertex[index + 1].col = col; vertex[index + 2].col = col; vertex[index + 3].col = col; } ENTITY *PushEntity(GAME_HANDLER *game, u32 size) { assert(game->entity_used + size <= ArrayCount(game->entity_batch)); ENTITY *entity = 0; CJ_VTX_QUAD *vtx = 0; entity = game->entity_batch + game->entity_used;; entity->id = game->entity_id; vtx = game->pVertex + game->vtx_id; game->vtx_id += 4 * size; game->entity_used += size; game->entity_id++; return entity; } void UpdateVBO_Entity(CJ_VBO *vbo, GAME_HANDLER *game) { CJ_VTX_QUAD *pVertex = (CJ_VTX_QUAD*)vbo->base; assert(game->entity_used <= ArrayCount(game->entity_batch)); for(u32 i = 0; i < game->entity_used; i++) { V2f pos = game->entity_batch[i].pos; V2f size = game->entity_batch[i].size; V4f col = game->entity_batch[i].col; V2f tCoord_p = game->entity_batch[i].texcoord_pos; V2f tCoord_sz = game->entity_batch[i].texcoord_size; pVertex[(i * 4) + 0].pos = v2f(pos.x, pos.y); pVertex[(i * 4) + 1].pos = v2f(pos.x, pos.y + size.y); pVertex[(i * 4) + 2].pos = v2f(pos.x + size.x, pos.y + size.y); pVertex[(i * 4) + 3].pos = v2f(pos.x + size.y, pos.y); pVertex[(i * 4) + 0].col = col; pVertex[(i * 4) + 1].col = col; pVertex[(i * 4) + 2].col = col; pVertex[(i * 4) + 3].col = col; pVertex[(i * 4) + 0].tCoord = v2f(tCoord_p.x, tCoord_p.y); pVertex[(i * 4) + 1].tCoord = v2f(tCoord_p.x, tCoord_p.y + tCoord_sz.y); pVertex[(i * 4) + 2].tCoord = v2f(tCoord_p.x + tCoord_sz.x, tCoord_p.y + tCoord_sz.y); pVertex[(i * 4) + 3].tCoord = v2f(tCoord_p.x + tCoord_sz.y, tCoord_p.y); } } void OnGameInit(CJ_PLATFORM *platform, GAME_HANDLER *game) { if(!init) { u32 tilemap_w = 2; u32 tilemap_h = 2; V2f start_pos = v2f(1.0f, 0.0f); V2f tile_size = v2f(0.11f, 0.11f); game->tilemap.entity = PushEntity(game, tilemap_w * tilemap_h); game->tilemap.w = tilemap_w; game->tilemap.h = tilemap_h; for(u32 y = 0; y < tilemap_h; y++) { for(u32 x = 0; x < tilemap_w; x++) { u32 index = x + (y * tilemap_w); V2f pos = v2f(start_pos.x + (x * tile_size.x), start_pos.y + (y * tile_size.y)); V2f size = v2f(tile_size.x - 0.01f, tile_size.y - 0.01f); V4f col = v4f(1.0f, 1.0f, 1.0f, 0.2f); game->tilemap.entity[index].pos = pos; game->tilemap.entity[index].size = size; game->tilemap.entity[index].col = col; game->tilemap.entity[index].texcoord_pos = v2f(0.0f, 0.0f); game->tilemap.entity[index].texcoord_size = v2f(1.0f, 1.0f); } } game->player = PushEntity(game, 1); game->player->pos = v2f(0.0f, 0.0f); game->player->size = v2f(0.3f, 0.3f); game->player->col = v4f(1.0f, 1.0f, 0.0f, 0.2f); game->player->texcoord_pos = v2f(0.0f, 0.0f); game->player->texcoord_size = v2f(1.0f, 1.0f); game->monster = PushEntity(game, 1); game->monster->pos = v2f(1.0f, 1.0f); game->monster->size = v2f(0.2f, 0.2f); game->monster->texcoord_pos = v2f(0.0f, 0.0f); game->monster->texcoord_size = v2f(1.0f, 1.0f); game->monster->col = v4f(1.0f, 1.0f, 0.0f, 0.2f); game->camera = PushEntity(game, 1); game->camera->pos = v2f(0.0f, 0.0f); init = true; } } void OnGameUpdate(CJ_PLATFORM *platform, GAME_HANDLER *game) { if(glfwGetKey(platform->window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { running = false; } float mov = 0.02f; game->camera->vel = v2f(0.f, 0.f); if(glfwGetKey(platform->window, GLFW_KEY_UP) == GLFW_PRESS) { game->camera->vel.y = mov; } if(glfwGetKey(platform->window, GLFW_KEY_DOWN) == GLFW_PRESS) { game->camera->vel.y = -mov; } if(glfwGetKey(platform->window, GLFW_KEY_RIGHT) == GLFW_PRESS) { game->camera->vel.x = mov; } if(glfwGetKey(platform->window, GLFW_KEY_LEFT) == GLFW_PRESS) { game->camera->vel.x = -mov; } game->player->pos += game->camera->vel; bool clamped = false; if(game->player->pos.x < game->player->size.x) { clamped = true; game->player->pos.x = game->player->size.x; } if(game->player->pos.x + game->player->size.x > 2.0f - game->player->size.x) { clamped = true; game->player->pos.x = 2.0f - (2.0f*game->player->size.x); } if(game->player->pos.y < game->player->size.y) { clamped = true; game->player->pos.y = game->player->size.y; } if(game->player->pos.y + game->player->size.y > 2.0f - game->player->size.y) { clamped = true; game->player->pos.y = 2.0f - (2.0f*game->player->size.y); } if(clamped) { for(u32 i = game->tilemap.entity->id; i < game->tilemap.w * game->tilemap.h; i++) { game->entity_batch[i].pos -= game->camera->vel; } } } int main() { CJ_PLATFORM platform = CreatePlatform(640, 480, "Platform", 0); RENDERER renderer = CreateRenderer(); SHADER_PROGRAM shader_solid_col = {}; CreateShader(&shader_solid_col, "..\\shader\\VS.h", GL_VERTEX_SHADER); CreateShader(&shader_solid_col, "..\\shader\\FS_solid_col.h", GL_FRAGMENT_SHADER); LinkShaderProgram(&shader_solid_col); UseShaderProgram(&shader_solid_col); SHADER_PROGRAM shader_textured = {}; CreateShader(&shader_textured, "..\\shader\\VS.h", GL_VERTEX_SHADER); CreateShader(&shader_textured, "..\\shader\\FS_Texture.h", GL_FRAGMENT_SHADER); LinkShaderProgram(&shader_textured); UseShaderProgram(&shader_textured); SHADER_PROGRAM shader_font = {}; CreateShader(&shader_font, "..\\shader\\VS.h", GL_VERTEX_SHADER); CreateShader(&shader_font, "..\\shader\\FS_Texture.h", GL_FRAGMENT_SHADER); LinkShaderProgram(&shader_font); UseShaderProgram(&shader_font); CJ_VTX_ATTRIB vbo_text_attrib[3]; vbo_text_attrib[0].size = 2; vbo_text_attrib[0].type = GL_FLOAT; vbo_text_attrib[0].stride = 8; vbo_text_attrib[0].offset = 0; vbo_text_attrib[1].size = 4; vbo_text_attrib[1].type = GL_FLOAT; vbo_text_attrib[1].stride = 8; vbo_text_attrib[1].offset = 2; vbo_text_attrib[2].size = 2; vbo_text_attrib[2].type = GL_FLOAT; vbo_text_attrib[2].stride = 8; vbo_text_attrib[2].offset = 6; u8 *vertex_memory_for_text = (u8*)calloc(4 * 6, sizeof(float)); CJ_VBO vbo_text = {}; InitializeVBO(&vbo_text, vertex_memory_for_text, 4*6*sizeof(float), ArrayCount(vbo_text_attrib), vbo_text_attrib); CJ_VTX_ATTRIB vbo_sprite_attrib[3]; vbo_sprite_attrib[0].size = 2; vbo_sprite_attrib[0].type = GL_FLOAT; vbo_sprite_attrib[0].stride = 8; vbo_sprite_attrib[0].offset = 0; vbo_sprite_attrib[1].size = 4; vbo_sprite_attrib[1].type = GL_FLOAT; vbo_sprite_attrib[1].stride = 8; vbo_sprite_attrib[1].offset = 2; vbo_sprite_attrib[2].size = 2; vbo_sprite_attrib[2].type = GL_FLOAT; vbo_sprite_attrib[2].stride = 8; vbo_sprite_attrib[2].offset = 6; u8 *vertex_memory = (u8*)calloc(4 * 32 * 1000, sizeof(float)); const u32 size = 4 * 32 * 1000 * sizeof(float); CJ_VBO vbo_sprite = {}; InitializeVBO(&vbo_sprite, vertex_memory, size, ArrayCount(vbo_sprite_attrib), vbo_sprite_attrib); u32 IBO = 0; const u32 quads = size / (sizeof(CJ_VTX_QUAD) * 4); u32 ibo_data[quads * 6] = {}; for(u32 i = 0; i < quads; i++) { ibo_data[0 + (i * 6)] = 0 + (i * 4); ibo_data[1 + (i * 6)] = 1 + (i * 4); ibo_data[2 + (i * 6)] = 2 + (i * 4); ibo_data[3 + (i * 6)] = 0 + (i * 4); ibo_data[4 + (i * 6)] = 2 + (i * 4); ibo_data[5 + (i * 6)] = 3 + (i * 4); } glGenBuffers(1, &IBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(ibo_data), ibo_data, GL_DYNAMIC_DRAW); GAME_HANDLER game = {}; game.pVertex = (CJ_VTX_QUAD*)vbo_sprite.base; TEXTUREINFO texture_batch[10] = {}; LoadTexture(&texture_batch[0], "assets\\tileSheet32x32.png", LOAD_IMAGE, 0); LoadTexture(&texture_batch[1], "C:\\windows\\fonts\\cour.ttf", LOAD_FONT, 48); while(!glfwWindowShouldClose(platform.window) && running) { glfwPollEvents(); glfwGetWindowSize(platform.window, &platform.win_w, &platform.win_h); glViewport(0, 0, platform.win_w, platform.win_h); glClearColor(0.2f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); OnGameInit(&platform, &game); OnGameUpdate(&platform, &game); glBindBuffer(GL_ARRAY_BUFFER, vbo_sprite.id); UpdateVBO_Entity(&vbo_sprite, &game); glBufferSubData(GL_ARRAY_BUFFER, 0, vbo_sprite.size, (void*)vbo_sprite.base); UseShaderProgram(&shader_textured); glBindTexture(GL_TEXTURE_2D, texture_batch[0].texture_id); glDrawElements(GL_TRIANGLES, 6 * 1000, GL_UNSIGNED_INT, (const void*)0); UseShaderProgram(&shader_solid_col); CreateText(&platform, &vbo_text, texture_batch[1], "12345", v2f(1.0f, 1.0f), v4f(1.0f, 1.0f, 1.0f, 1.0f)); SwapBuffers(platform); } glfwTerminate(); return 0; } u32 CreateText(CJ_PLATFORM *platform, CJ_VBO *vbo, TEXTUREINFO tex_i, char *str, V2f pos, V4f col) { char line[1024] = {}; strcpy(line, str); // xp & yp is baseline in stbtt_GetPackedQuad(); float yp = 0.0f; float xp = 0.0f; float t_pos_x = 0.0f; float t_pos_y = 0.0f; float t_sz_x = 0.0f; float t_sz_y = 0.0f; float c_x = 0.0f; float c_y = 0.0f; float c_w = 0.0f; float c_h = 0.0f; glBindBuffer(GL_ARRAY_BUFFER, vbo->id); glBindTexture(GL_TEXTURE_2D, tex_i.texture_id); u32 last_quad_index = 0; u32 last_text_q = 0; u32 n_quads_written = 0; float *pVertex = (float*)vbo->base; for(i32 i = 0; i < strlen(line); i++) { stbtt_GetPackedQuad(tex_i.packed_char, 1024, 1024, line[i] - ' ', &xp, &yp, &tex_i.glyph_quad, 0); t_pos_x = tex_i.glyph_quad.s0; t_pos_y = 1.0f - tex_i.glyph_quad.t1; t_sz_x = tex_i.glyph_quad.s1 - tex_i.glyph_quad.s0; t_sz_y = (1.0f - tex_i.glyph_quad.t0) - (1.0f - tex_i.glyph_quad.t1); // The glyph_quad.x0 & glyph_quad.y0 should be the the advancing positions in x/y, yp is the baseline which has to used when calculating the char y_pos c_x = pos.x + (tex_i.glyph_quad.x0) / platform->win_w; c_y = pos.y + ((yp + (yp - tex_i.glyph_quad.y1))) / platform->win_h; c_w = (tex_i.glyph_quad.x1 - tex_i.glyph_quad.x0) / platform->win_w; c_h = (tex_i.glyph_quad.y1 - tex_i.glyph_quad.y0) / platform->win_h; pVertex[0] = c_x; pVertex[1] = c_y; pVertex[2] = t_pos_x; pVertex[3] = t_pos_y; pVertex[4] = c_x; pVertex[5] = c_y + c_h; pVertex[6] = t_pos_x; pVertex[7] = t_pos_y + t_sz_y; pVertex[8] = c_x + c_w; pVertex[9] = c_y + c_h; pVertex[10] = t_pos_x + t_sz_x; pVertex[11] = t_pos_y + t_sz_y; pVertex[12] = c_x; pVertex[13] = c_y; pVertex[14] = t_pos_x; pVertex[15] = t_pos_y; pVertex[16] = c_x + c_w; pVertex[17] = c_y + c_h; pVertex[18] = t_pos_y + t_sz_x; pVertex[19] = t_pos_y + t_sz_y; pVertex[20] = c_x + c_w; pVertex[21] = c_y; pVertex[22] = t_pos_y + t_sz_x; pVertex[23] = t_pos_y; //float vertices[6][4] = //{ // c_x, c_y, t_pos_x, t_pos_y, // c_x, c_y + c_h, t_pos_x, t_pos_y + t_sz_y, // c_x + c_w, c_y + c_h, t_pos_x + t_sz_x, t_pos_y + t_sz_y, // c_x, c_y, t_pos_x, t_pos_y, // c_x + c_w, c_y + c_h, t_pos_x + t_sz_x, t_pos_y + t_sz_y, // c_x + c_w, c_y, t_pos_x +t_sz_x, t_pos_y //}; glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vbo->base), vbo->base); glDrawArrays(GL_TRIANGLES, 0, 6); } //return last_quad_index; return last_text_q; } |