Overhauls text rendering to improve performance. Renderer was really ineffient, sending a separate GPU draw call for every character rendered. This created a bottleneck, especially with text-heavy UI stuff like the wallpaper. - The 'TextRenderer' now generates a single texture atlas for all font glyhs on load so all characters share a single texture. - 'begin()' / 'flush()' was added to the 'TextRenderer'. Calls to 'render_text' now buffer vertex data (position, texture coords, colour) instead of drawing immediately. A single 'flush()' call at the end of a pass draws all buffered text in one draw call. - A simple batching introduced some shitty visual layering bugs. to solve this, a staged flushing architecture has been implemented. Each logical UI component is now responsible for managing its own rendering passes, beginning and flushing text batches as needed to ensure correct back-to-front layering.
12 lines
222 B
GLSL
12 lines
222 B
GLSL
#version 330 core
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in vec2 TexCoords;
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in vec3 ourColor;
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out vec4 color;
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uniform sampler2D text;
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void main() {
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vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
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color = vec4(ourColor, 1.0) * sampled;
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}
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