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overlay_label_layer.go
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/
overlay_label_layer.go
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package webgl2d
import (
"fmt"
"strings"
"github.com/go4orward/gowebgl/geom2d"
"github.com/go4orward/gowebgl/wcommon"
)
type OverlayLabel struct {
text string // text of the label
xy [2]float32 // origin of the label (in WORLD space)
chwh [2]float32 // character width & height
color string // color of the label (like "#ff0000")
offset [2]float32 // offset from origin (in pixels in CAMERA space)
offref string // offset reference type, like "L_TOP", "R_BTM", "CENTER", etc
angle float32 // rotation angle
bkgtype string // background type, like "box:#aaaaff:#0000ff" or "under:#000000"
txtobj *SceneObject // SceneObject for rendering the label text
bkgobj *SceneObject // SceneObject for rendering the background
}
type OverlayLabelLayer struct {
wctx *wcommon.WebGLContext //
alphabet_texture *wcommon.Material // Alphabet texture
Labels []*OverlayLabel //
}
func NewOverlayLabelLayer(wctx *wcommon.WebGLContext, fontsize int, outlined bool) *OverlayLabelLayer {
self := OverlayLabelLayer{wctx: wctx} // let 'fontsize' of ALPHABET texture to be 20, by default
self.alphabet_texture = wcommon.NewMaterial_AlphabetTexture(wctx, fontsize, "#ffffff", outlined)
self.Labels = make([]*OverlayLabel, 0)
return &self
}
func (self *OverlayLabelLayer) Render(pvm *geom2d.Matrix3) {
// 'Overlay' interface function, called by Renderer
renderer := NewRenderer(self.wctx)
for _, label := range self.Labels {
if label.bkgobj != nil {
renderer.RenderSceneObject(label.bkgobj, pvm)
}
if label.txtobj != nil {
renderer.RenderSceneObject(label.txtobj, pvm)
}
}
}
func (self *OverlayLabelLayer) ShowInfo() {
fmt.Printf("OverlayLabelLayer\n")
fmt.Printf(" ALPHABET : ")
self.alphabet_texture.ShowInfo()
for _, label := range self.Labels {
w, h := label.chwh[0], label.chwh[1]
offx, offy := label.offset[0], label.offset[1]
poses := label.txtobj.poses.DataBuffer
fmt.Printf(" Label '%s' (%.0fx%.0f) %s %3.0fr [%.0f %.0f]off by '%s' %v\n",
label.text, w, h, label.color, label.angle, offx, offy, label.offref, poses)
}
}
// ----------------------------------------------------------------------------
// Managing Labels
// ----------------------------------------------------------------------------
func (self *OverlayLabelLayer) AddLabel(labels ...*OverlayLabel) *OverlayLabelLayer {
for i := 0; i < len(labels); i++ {
label := labels[i]
if label.txtobj == nil && label.text != "" {
label.build_labeltext_object(self.wctx, self.alphabet_texture)
// label.txtobj.ShowInfo()
}
if label.bkgobj == nil && label.bkgtype != "" {
label.build_background_object(self.wctx)
}
self.Labels = append(self.Labels, label)
}
return self
}
func (self *OverlayLabelLayer) FindLabel(label_text string) *OverlayLabel {
for _, label := range self.Labels {
if label.text == label_text {
return label
}
}
return nil
}
func (self *OverlayLabelLayer) CreateLabel(label_text string, xy [2]float32, color string) *OverlayLabel {
chwh := self.alphabet_texture.GetAlaphabetCharacterWH(1.0)
label := &OverlayLabel{text: label_text, xy: xy, chwh: chwh, color: color}
return label
}
func (self *OverlayLabelLayer) AddTextLabel(label_text string, xy [2]float32, color string, offref string) *OverlayLabelLayer {
// Convenience function to quickly add a Label,
// which simplifies all the following steps:
// label := layer.CreateLabel(); label.SetPose(); layer.AddLabel(label)
chwh := self.alphabet_texture.GetAlaphabetCharacterWH(1.0)
label := &OverlayLabel{text: label_text, xy: xy, chwh: chwh, color: color}
label.SetPose(0, offref, [2]float32{0, 0})
self.AddLabel(label)
return self
}
func (self *OverlayLabelLayer) AddLabelsForTest() *OverlayLabelLayer {
self.AddTextLabel("AhjgyZ", [2]float32{40, 80}, "#ff0000", "")
label2 := self.CreateLabel("Hello!", [2]float32{20, 100}, "#0000ff")
label2.SetPose(0, "L_BTM", [2]float32{30, 30}).SetBackground("under:#000000")
return self.AddLabel(label2)
}
// ----------------------------------------------------------------------------
// Label Functions
// ----------------------------------------------------------------------------
func (self *OverlayLabel) SetCharacterWH(chwh [2]float32) *OverlayLabel {
self.chwh = chwh // character width & height
return self
}
func (self *OverlayLabel) SetPose(rotation float32, offset_reference string, offset [2]float32) *OverlayLabel {
text_width := self.chwh[0] * float32(len([]rune(self.text)))
text_height := self.chwh[1]
self.offref = offset_reference
switch self.offref {
case "L_TOP":
self.offset = [2]float32{offset[0], offset[1] - text_height/2}
case "L_CTR":
self.offset = [2]float32{offset[0], offset[1]}
case "L_BTM":
self.offset = [2]float32{offset[0], offset[1] + text_height/2}
case "M_TOP":
self.offset = [2]float32{offset[0] - text_width/2, offset[1] - text_height/2}
case "M_CTR", "CENTER":
self.offset = [2]float32{offset[0] - text_width/2, offset[1]}
case "M_BTM":
self.offset = [2]float32{offset[0] - text_width/2, offset[1] + text_height/2}
case "R_TOP":
self.offset = [2]float32{offset[0] - text_width, offset[1] - text_height/2}
case "R_CTR":
self.offset = [2]float32{offset[0] - text_width, offset[1]}
case "R_BTM":
self.offset = [2]float32{offset[0] - text_width, offset[1] + text_height/2}
default: // same as "L_CTR"
self.offset = [2]float32{offset[0], offset[1]}
}
return self
}
func (self *OverlayLabel) SetBackground(bkgtype string) *OverlayLabel {
self.bkgtype = bkgtype
return self
}
// ----------------------------------------------------------------------------
// Building SceneObjects
// ----------------------------------------------------------------------------
func (self *OverlayLabel) build_labeltext_object(wctx *wcommon.WebGLContext, alphabet_texture *wcommon.Material) *OverlayLabel {
geometry := NewGeometry_Origin()
var vertex_shader_code = `
precision mediump float;
uniform mat3 pvm; // Projection * View * Model matrix
uniform vec2 asp; // aspect ratio, w : h
uniform vec2 orgn; // origin of the label (WORLD XY coordinates)
uniform vec3 offr; // offset of the label (CAMERA XY in pixel) & rotation_angle
uniform vec3 whlen; // character width & height, and label length
attribute vec2 gvxy; // geometry's vertex XY position (CAMERA XY in pixel)
attribute vec2 cpose; // character index & code
varying float v_code; // character code (index of the character in the alphabet texture)
void main() {
vec3 origin = pvm * vec3(orgn, 1.0);
vec2 ch_off = vec2(offr.x + whlen[0]/2.0, offr.y) + vec2(cpose[0] * whlen[0], 0.0);
vec2 offset = vec2((ch_off.x + gvxy.x) * 2.0 / asp[0], (ch_off.y + gvxy.y) * 2.0 / asp[1]);
gl_Position = vec4(origin.xy + offset.xy, 0.0, 1.0);
gl_PointSize = whlen[1]; // character height
v_code = cpose[1];
}`
var fragment_shader_code = `
precision mediump float;
uniform sampler2D texture; // alphabet texture (ASCII characters from SPACE to DEL)
uniform vec3 whlen; // character width & height, and label length
uniform vec4 color; // color of the label
varying float v_code; // character code (index of the character in the alphabet texture)
void main() {
vec2 uv = gl_PointCoord;
if (uv[0] < 0.0 || uv[0] > 1.0) discard;
if (uv[1] < 0.0 || uv[1] > 1.0) discard;
float u = uv[0] * (whlen[1]/whlen[0]) - 0.5, v = uv[1];
if (u < 0.0 || u > 1.0 || v < 0.0 || v > 1.0) discard;
uv = vec2((u + v_code)/whlen[2], v); // position in the texture (relative to alphabet_length)
gl_FragColor = texture2D(texture, uv) * color;
}`
offr := []float32{float32(self.offset[0]), float32(self.offset[1]), 0}
whlen := []float32{self.chwh[0], self.chwh[1], float32(alphabet_texture.GetAlaphabetLength())}
lrgba := wcommon.GetRGBAFromString(self.color) // label color RGBA
shader, _ := wcommon.NewShader(wctx, vertex_shader_code, fragment_shader_code)
shader.SetBindingForUniform("pvm", "mat3", "renderer.pvm") // Proj*View*Model matrix
shader.SetBindingForUniform("asp", "vec2", "renderer.aspect") // AspectRatio
shader.SetBindingForUniform("orgn", "vec2", self.xy[:]) // label origin
shader.SetBindingForUniform("offr", "vec3", offr) // label offset & rotation
shader.SetBindingForUniform("whlen", "vec3", whlen) // ch_width, ch_height, alphabet_length
shader.SetBindingForUniform("color", "vec4", lrgba[:]) // label color
shader.SetBindingForUniform("texture", "sampler2D", "material.texture") // texture sampler (unit:0)
shader.SetBindingForAttribute("gvxy", "vec2", "geometry.coords") // point coordinates
shader.SetBindingForAttribute("cpose", "vec2", "instance.pose:2:0") // character pose (:<stride>:<offset>)
shader.CheckBindings() // check validity of the shader
scnobj := NewSceneObject(geometry, alphabet_texture, shader, nil, nil) // shader for drawing POINTS (for each character)
scnobj.SetPoses(alphabet_texture.GetAlaphabetPosesForLabel(self.text))
scnobj.UseBlend = true
self.txtobj = scnobj
return self
}
func (self *OverlayLabel) build_background_object(wctx *wcommon.WebGLContext) *OverlayLabel {
if self.bkgtype == "" {
return self
}
tlen := self.chwh[0] * float32(len([]rune(self.text)))
ltop := [2]float32{self.offset[0] - 4, self.offset[1] + self.chwh[1]/2}
lbtm := [2]float32{self.offset[0] - 4, self.offset[1] - self.chwh[1]/2}
rtop := [2]float32{self.offset[0] + tlen + 4, self.offset[1] + self.chwh[1]/2}
rbtm := [2]float32{self.offset[0] + tlen + 4, self.offset[1] - self.chwh[1]/2}
bkgtype_split := strings.Split(self.bkgtype, ":")
if len(bkgtype_split) < 2 {
fmt.Printf("Failed to build_background_object() : invalid background type '%s'\n", self.bkgtype)
return self
}
bkgtype0 := bkgtype_split[0]
geometry := NewGeometry()
material := wcommon.NewMaterial(wctx, bkgtype_split[1])
switch bkgtype0 {
case "box": // "box:#ffff00:#000000", "box:<FillColor>:<BorderColor>"
geometry.SetVertices([][2]float32{lbtm, rbtm, rtop, ltop})
geometry.SetEdges([][]uint32{{0, 1, 2, 3, 0}})
geometry.SetFaces([][]uint32{{0, 1, 2, 3}})
geometry.BuildDataBuffers(true, true, true)
if len(bkgtype_split) >= 3 { // EDGE color (border color)
material.SetColorForDrawMode(2, bkgtype_split[2])
}
case "under": // "under:#000000", "under:<UnderlineColor>"
geometry.SetVertices([][2]float32{{0, 0}, lbtm, rbtm})
switch self.offref {
case "L_TOP", "L_CTR", "L_BTM":
geometry.SetEdges([][]uint32{{0, 1, 2}})
case "R_TOP", "R_CTR", "R_BTM":
geometry.SetEdges([][]uint32{{1, 2, 0}})
case "M_TOP", "M_CTR", "CENTER", "M_BTM":
geometry.SetEdges([][]uint32{{1, 2}})
default:
geometry.SetEdges([][]uint32{{1, 2}})
}
geometry.BuildDataBuffers(true, true, false)
default:
fmt.Printf("Failed to build_background_object() : invalid background type '%s'\n", self.bkgtype)
return self
}
var vertex_shader_code = `
precision mediump float;
uniform mat3 pvm; // Projection * View * Model matrix
uniform vec2 asp; // aspect ratio, w : h
uniform vec2 orgn; // origin of the label (WORLD XY coordinates)
attribute vec2 gvxy; // geometry's vertex XY position (CAMERA XY in pixel)
void main() {
vec3 origin = pvm * vec3(orgn, 1.0);
vec2 offset = vec2(gvxy.x * 2.0 / asp[0], gvxy.y * 2.0 / asp[1]);
gl_Position = vec4(origin.xy + offset.xy, 0.0, 1.0);
}`
var fragment_shader_code = `
precision mediump float;
uniform vec4 color; // color RGBA
void main() {
gl_FragColor = color;
}`
shader, _ := wcommon.NewShader(wctx, vertex_shader_code, fragment_shader_code)
shader.SetBindingForUniform("pvm", "mat3", "renderer.pvm") // Proj*View*Model matrix
shader.SetBindingForUniform("asp", "vec2", "renderer.aspect") // AspectRatio
shader.SetBindingForUniform("orgn", "vec2", self.xy[:]) // label origin
shader.SetBindingForUniform("color", "vec4", "material.color") // label color
shader.SetBindingForAttribute("gvxy", "vec2", "geometry.coords") // point coordinates
shader.CheckBindings() // check validity of the shader
scnobj := NewSceneObject(geometry, material, nil, shader, shader) // shader for drawing EDGEs & FACEs
self.bkgobj = scnobj
return self
}