gfx2d: add initial text rendering ECS module

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2023-09-21 06:40:05 -07:00
parent 0803e71a0e
commit 8a57ea059c
4 changed files with 674 additions and 0 deletions

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src/gfx2d/Text2D.zig Normal file
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const std = @import("std");
const core = @import("core");
const gpu = core.gpu;
const ecs = @import("ecs");
const ft = @import("freetype");
const Engine = @import("../engine.zig").Engine;
const FontRenderer = @import("font.zig").FontRenderer;
const mach = @import("../main.zig");
const math = mach.math;
const vec2 = math.vec2;
const Vec2 = math.Vec2;
const Vec3 = math.Vec3;
const Vec4 = math.Vec4;
const Mat3x3 = math.Mat3x3;
const Mat4x4 = math.Mat4x4;
/// Internal state
pipelines: std.AutoArrayHashMapUnmanaged(u32, Pipeline),
pub const name = .engine_text2d;
/// Converts points to pixels. e.g. a 12pt font size `12.0 * points_to_pixels == 16.0`
pub const points_to_pixels = 4.0 / 3.0;
// TODO: italics/bold
//
// TODO: should users use multiple text entities for different italic/bold/color regions, or should
// we handle that internally?
//
// TODO: better/proper text layout, shaping
//
// TODO: integrate freetype integration
//
// TODO: allow user to specify projection matrix (3d-space flat text etc.)
pub const components = struct {
/// The ID of the pipeline this text belongs to. By default, zero.
///
/// This determines which shader, textures, etc. are used for rendering the text.
pub const pipeline = u8;
/// The text model transformation matrix. Text is measured in pixel units, starting from
/// (0, 0) at the top-left corner and extending to the size of the text. By default, the world
/// origin (0, 0) lives at the center of the window.
pub const transform = Mat4x4;
/// A string of UTF-8 encoded text.
pub const text = []const u8;
/// The font to be rendered.
pub const font = FontRenderer;
/// Font size in pixels. To convert from points to pixels, multiply by `points_to_pixels`.
pub const font_size = f32;
/// Text color.
// TODO: actually respect color
pub const color = Vec4;
};
const Uniforms = extern struct {
// WebGPU requires that the size of struct fields are multiples of 16
// So we use align(16) and 'extern' to maintain field order
/// The view * orthographic projection matrix
view_projection: Mat4x4 align(16),
/// Total size of the font atlas texture in pixels
texture_size: Vec2 align(16),
};
const Glyph = extern struct {
/// Position of this glyph (top-left corner.)
pos: Vec2,
/// Width of the glyph in pixels.
size: Vec2,
/// Normalized position of the top-left UV coordinate
uv_pos: Vec2,
/// Which text this glyph belongs to; this is the index for transforms[i], colors[i].
text_index: u32,
};
const RegionMap = std.AutoArrayHashMapUnmanaged(u21, mach.Atlas.Region);
const Pipeline = struct {
render: *gpu.RenderPipeline,
texture_sampler: *gpu.Sampler,
texture: *gpu.Texture,
texture_atlas: mach.Atlas,
texture2: ?*gpu.Texture,
texture3: ?*gpu.Texture,
texture4: ?*gpu.Texture,
bind_group: *gpu.BindGroup,
uniforms: *gpu.Buffer,
regions: RegionMap = .{},
// Storage buffers
num_texts: u32,
num_glyphs: u32,
transforms: *gpu.Buffer,
colors: *gpu.Buffer,
glyphs: *gpu.Buffer,
pub fn reference(p: *Pipeline) void {
p.render.reference();
p.texture_sampler.reference();
p.texture.reference();
if (p.texture2) |tex| tex.reference();
if (p.texture3) |tex| tex.reference();
if (p.texture4) |tex| tex.reference();
p.bind_group.reference();
p.uniforms.reference();
p.transforms.reference();
p.colors.reference();
p.glyphs.reference();
}
pub fn deinit(p: *Pipeline, allocator: std.mem.Allocator) void {
p.render.release();
p.texture_sampler.release();
p.texture.release();
p.texture_atlas.deinit(allocator);
if (p.texture2) |tex| tex.release();
if (p.texture3) |tex| tex.release();
if (p.texture4) |tex| tex.release();
p.bind_group.release();
p.uniforms.release();
p.regions.deinit(allocator);
p.transforms.release();
p.colors.release();
p.glyphs.release();
}
};
pub const PipelineOptions = struct {
pipeline: u32,
/// Shader program to use when rendering.
shader: ?*gpu.ShaderModule = null,
/// Whether to use linear (blurry) or nearest (pixelated) upscaling/downscaling.
texture_sampler: ?*gpu.Sampler = null,
/// Textures to use when rendering. The default shader can handle one texture (the font atlas.)
texture2: ?*gpu.Texture = null,
texture3: ?*gpu.Texture = null,
texture4: ?*gpu.Texture = null,
/// Alpha and color blending options.
blend_state: ?gpu.BlendState = null,
/// Pipeline overrides, these can be used to e.g. pass additional things to your shader program.
bind_group_layout: ?*gpu.BindGroupLayout = null,
bind_group: ?*gpu.BindGroup = null,
color_target_state: ?gpu.ColorTargetState = null,
fragment_state: ?gpu.FragmentState = null,
pipeline_layout: ?*gpu.PipelineLayout = null,
};
pub fn engineText2dInit(
text2d: *mach.Mod(.engine_text2d),
) !void {
text2d.state = .{
// TODO: struct default value initializers don't work
.pipelines = .{},
};
}
pub fn engineText2dInitPipeline(
engine: *mach.Mod(.engine),
text2d: *mach.Mod(.engine_text2d),
opt: PipelineOptions,
) !void {
const device = engine.state.device;
const pipeline = try text2d.state.pipelines.getOrPut(engine.allocator, opt.pipeline);
if (pipeline.found_existing) {
pipeline.value_ptr.*.deinit(engine.allocator);
}
// Prepare texture for the font atlas.
const img_size = gpu.Extent3D{ .width = 1024, .height = 1024 };
const texture = device.createTexture(&.{
.size = img_size,
.format = .rgba8_unorm,
.usage = .{
.texture_binding = true,
.copy_dst = true,
.render_attachment = true,
},
});
const texture_atlas = try mach.Atlas.init(
engine.allocator,
img_size.width,
.rgba,
);
// Storage buffers
const buffer_cap = 1024 * 128; // TODO: allow user to specify preallocation
const glyph_buffer_cap = 1024 * 512; // TODO: allow user to specify preallocation
const transforms = device.createBuffer(&.{
.usage = .{ .storage = true, .copy_dst = true },
.size = @sizeOf(Mat4x4) * buffer_cap,
.mapped_at_creation = .false,
});
const colors = device.createBuffer(&.{
.usage = .{ .storage = true, .copy_dst = true },
.size = @sizeOf(Vec4) * buffer_cap,
.mapped_at_creation = .false,
});
const glyphs = device.createBuffer(&.{
.usage = .{ .storage = true, .copy_dst = true },
.size = @sizeOf(Glyph) * glyph_buffer_cap,
.mapped_at_creation = .false,
});
const texture_sampler = opt.texture_sampler orelse device.createSampler(&.{
.mag_filter = .nearest,
.min_filter = .nearest,
});
const uniforms = device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(Uniforms),
.mapped_at_creation = .false,
});
const bind_group_layout = opt.bind_group_layout orelse device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor.init(.{
.entries = &.{
gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, false, 0),
gpu.BindGroupLayout.Entry.buffer(1, .{ .vertex = true }, .read_only_storage, false, 0),
gpu.BindGroupLayout.Entry.buffer(2, .{ .vertex = true }, .read_only_storage, false, 0),
gpu.BindGroupLayout.Entry.buffer(3, .{ .vertex = true }, .read_only_storage, false, 0),
gpu.BindGroupLayout.Entry.sampler(4, .{ .fragment = true }, .filtering),
gpu.BindGroupLayout.Entry.texture(5, .{ .fragment = true }, .float, .dimension_2d, false),
gpu.BindGroupLayout.Entry.texture(6, .{ .fragment = true }, .float, .dimension_2d, false),
gpu.BindGroupLayout.Entry.texture(7, .{ .fragment = true }, .float, .dimension_2d, false),
gpu.BindGroupLayout.Entry.texture(8, .{ .fragment = true }, .float, .dimension_2d, false),
},
}),
);
defer bind_group_layout.release();
const texture_view = texture.createView(&gpu.TextureView.Descriptor{});
const texture2_view = if (opt.texture2) |tex| tex.createView(&gpu.TextureView.Descriptor{}) else texture_view;
const texture3_view = if (opt.texture3) |tex| tex.createView(&gpu.TextureView.Descriptor{}) else texture_view;
const texture4_view = if (opt.texture4) |tex| tex.createView(&gpu.TextureView.Descriptor{}) else texture_view;
defer texture_view.release();
defer texture2_view.release();
defer texture3_view.release();
defer texture4_view.release();
const bind_group = opt.bind_group orelse device.createBindGroup(
&gpu.BindGroup.Descriptor.init(.{
.layout = bind_group_layout,
.entries = &.{
gpu.BindGroup.Entry.buffer(0, uniforms, 0, @sizeOf(Uniforms)),
gpu.BindGroup.Entry.buffer(1, transforms, 0, @sizeOf(Mat4x4) * buffer_cap),
gpu.BindGroup.Entry.buffer(2, colors, 0, @sizeOf(Vec4) * buffer_cap),
gpu.BindGroup.Entry.buffer(3, glyphs, 0, @sizeOf(Glyph) * glyph_buffer_cap),
gpu.BindGroup.Entry.sampler(4, texture_sampler),
gpu.BindGroup.Entry.textureView(5, texture_view),
gpu.BindGroup.Entry.textureView(6, texture2_view),
gpu.BindGroup.Entry.textureView(7, texture3_view),
gpu.BindGroup.Entry.textureView(8, texture4_view),
},
}),
);
const blend_state = opt.blend_state orelse gpu.BlendState{
.color = .{
.operation = .add,
.src_factor = .src_alpha,
.dst_factor = .one_minus_src_alpha,
},
.alpha = .{
.operation = .add,
.src_factor = .one,
.dst_factor = .zero,
},
};
const shader_module = opt.shader orelse device.createShaderModuleWGSL("text2d.wgsl", @embedFile("text2d.wgsl"));
defer shader_module.release();
const color_target = opt.color_target_state orelse gpu.ColorTargetState{
.format = core.descriptor.format,
.blend = &blend_state,
.write_mask = gpu.ColorWriteMaskFlags.all,
};
const fragment = opt.fragment_state orelse gpu.FragmentState.init(.{
.module = shader_module,
.entry_point = "fragMain",
.targets = &.{color_target},
});
const bind_group_layouts = [_]*gpu.BindGroupLayout{bind_group_layout};
const pipeline_layout = opt.pipeline_layout orelse device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
.bind_group_layouts = &bind_group_layouts,
}));
defer pipeline_layout.release();
const render = device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
.fragment = &fragment,
.layout = pipeline_layout,
.vertex = gpu.VertexState{
.module = shader_module,
.entry_point = "vertMain",
},
});
pipeline.value_ptr.* = Pipeline{
.render = render,
.texture_sampler = texture_sampler,
.texture = texture,
.texture_atlas = texture_atlas,
.texture2 = opt.texture2,
.texture3 = opt.texture3,
.texture4 = opt.texture4,
.bind_group = bind_group,
.uniforms = uniforms,
.num_texts = 0,
.num_glyphs = 0,
.transforms = transforms,
.colors = colors,
.glyphs = glyphs,
};
pipeline.value_ptr.reference();
}
pub fn deinit(text2d: *mach.Mod(.engine_text2d)) !void {
for (text2d.state.pipelines.entries.items(.value)) |*pipeline| pipeline.deinit(text2d.allocator);
text2d.state.pipelines.deinit(text2d.allocator);
}
pub fn engineText2dUpdated(
engine: *mach.Mod(.engine),
text2d: *mach.Mod(.engine_text2d),
pipeline_id: u32,
) !void {
const pipeline = text2d.state.pipelines.getPtr(pipeline_id).?;
const device = engine.state.device;
// TODO: make sure these entities only belong to the given pipeline
// we need a better tagging mechanism
var archetypes_iter = engine.entities.query(.{ .all = &.{
.{ .engine_text2d = &.{
.pipeline,
.transform,
.text,
.font,
.font_size,
.color,
} },
} });
const encoder = device.createCommandEncoder(null);
defer encoder.release();
pipeline.num_texts = 0;
pipeline.num_glyphs = 0;
var glyphs = std.ArrayListUnmanaged(Glyph){};
var transforms_offset: usize = 0;
var colors_offset: usize = 0;
var texture_update = false;
while (archetypes_iter.next()) |archetype| {
var transforms = archetype.slice(.engine_text2d, .transform);
var colors = archetype.slice(.engine_text2d, .color);
// TODO: confirm the lifetime of these slices is OK for writeBuffer, how long do they need
// to live?
encoder.writeBuffer(pipeline.transforms, transforms_offset, transforms);
encoder.writeBuffer(pipeline.colors, colors_offset, colors);
transforms_offset += transforms.len;
colors_offset += colors.len;
pipeline.num_texts += @intCast(transforms.len);
// Render texts
// TODO: this is very expensive and shouldn't be done here, should be done only on detected
// text change.
const px_density = 2.0;
var fonts = archetype.slice(.engine_text2d, .font);
var font_sizes = archetype.slice(.engine_text2d, .font_size);
var texts = archetype.slice(.engine_text2d, .text);
for (fonts, font_sizes, texts) |font, font_size, text| {
var offset_x: f32 = 0.0;
var offset_y: f32 = 0.0;
var utf8 = (try std.unicode.Utf8View.init(text)).iterator();
while (utf8.nextCodepoint()) |codepoint| {
const m = try font.measure(codepoint, font_size * px_density);
if (codepoint != '\n') {
var region = try pipeline.regions.getOrPut(engine.allocator, codepoint);
if (!region.found_existing) {
const glyph = try font.render(codepoint, font_size * px_density);
if (glyph.bitmap) |bitmap| {
var glyph_atlas_region = try pipeline.texture_atlas.reserve(engine.allocator, glyph.width, glyph.height);
pipeline.texture_atlas.set(glyph_atlas_region, @as([*]const u8, @ptrCast(bitmap.ptr))[0 .. bitmap.len * 4]);
texture_update = true;
// Exclude the 1px blank space margin when describing the region of the texture
// that actually represents the glyph.
const margin = 1;
glyph_atlas_region.x += margin;
glyph_atlas_region.y += margin;
glyph_atlas_region.width -= margin * 2;
glyph_atlas_region.height -= margin * 2;
region.value_ptr.* = glyph_atlas_region;
} else {
// whitespace
region.value_ptr.* = mach.Atlas.Region{
.width = 0,
.height = 0,
.x = 0,
.y = 0,
};
}
}
// Note: render(font_size) and render(font_size*px_density) is not equal in
// m.size.x() and m.size.x()*px_density, because font rendering may handle rounding
// differently. We always work in native pixels, and then convert to virtual pixels
// right before display in order to keep everything accurate.
//
// Also note that e.g. font_size*px_density may result in a different horizontal
// bearing than font_size with horizontal bearing * 2.0. These subtleties are
// important and decided by the font itself.
const r = region.value_ptr.*;
std.debug.assert(r.width == @as(u32, @intFromFloat(m.size.x())));
std.debug.assert(r.height == @as(u32, @intFromFloat(m.size.y())));
try glyphs.append(engine.allocator, .{
.pos = vec2(
offset_x + m.bearing_horizontal.x(),
offset_y - (m.size.y() - m.bearing_horizontal.y()),
).divScalar(px_density),
.size = m.size.divScalar(px_density),
.text_index = 0,
.uv_pos = vec2(@floatFromInt(r.x), @floatFromInt(r.y)),
});
pipeline.num_glyphs += 1;
}
if (codepoint == '\n') {
offset_x = 0;
offset_y -= m.advance.y();
} else {
offset_x += m.advance.x();
}
}
}
}
encoder.writeBuffer(pipeline.glyphs, 0, glyphs.items);
glyphs.deinit(engine.allocator);
if (texture_update) {
// rgba32_pixels
// TODO: use proper texture dimensions here
const img_size = gpu.Extent3D{ .width = 1024, .height = 1024 };
const data_layout = gpu.Texture.DataLayout{
.bytes_per_row = @as(u32, @intCast(img_size.width * 4)),
.rows_per_image = @as(u32, @intCast(img_size.height)),
};
engine.state.queue.writeTexture(
&.{ .texture = pipeline.texture },
&data_layout,
&img_size,
pipeline.texture_atlas.data,
);
}
var command = encoder.finish(null);
defer command.release();
engine.state.queue.submit(&[_]*gpu.CommandBuffer{command});
}
pub fn engineText2dPreRender(
engine: *mach.Mod(.engine),
text2d: *mach.Mod(.engine_text2d),
pipeline_id: u32,
) !void {
const pipeline = text2d.state.pipelines.get(pipeline_id).?;
// Update uniform buffer
const ortho = Mat4x4.ortho(
-@as(f32, @floatFromInt(core.size().width)) / 2,
@as(f32, @floatFromInt(core.size().width)) / 2,
-@as(f32, @floatFromInt(core.size().height)) / 2,
@as(f32, @floatFromInt(core.size().height)) / 2,
-0.1,
100000,
);
const uniforms = Uniforms{
.view_projection = ortho,
// TODO: dimensions of other textures, number of textures present
.texture_size = vec2(
@as(f32, @floatFromInt(pipeline.texture.getWidth())),
@as(f32, @floatFromInt(pipeline.texture.getHeight())),
),
};
engine.state.encoder.writeBuffer(pipeline.uniforms, 0, &[_]Uniforms{uniforms});
}
pub fn engineText2dRender(
engine: *mach.Mod(.engine),
text2d: *mach.Mod(.engine_text2d),
pipeline_id: u32,
) !void {
const pipeline = text2d.state.pipelines.get(pipeline_id).?;
// Draw the text batch
const pass = engine.state.pass;
const total_vertices = pipeline.num_glyphs * 6;
pass.setPipeline(pipeline.render);
// TODO: remove dynamic offsets?
pass.setBindGroup(0, pipeline.bind_group, &.{});
pass.draw(total_vertices, 1, 0, 0);
}