Improve ship nickname rendering

This commit is contained in:
vottozi 2026-02-02 04:44:18 +06:00
parent e18484ea62
commit e050d7d0ec
7 changed files with 45 additions and 29 deletions

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@ -1,11 +1,14 @@
#version 330 core #version 330 core
in vec2 TexCoord; in vec2 TexCoord;
out vec4 FragColor; out vec4 FragColor;
uniform sampler2D uText; uniform sampler2D uText;
uniform vec3 uColor; uniform vec4 uColor;
uniform vec4 uOutlineColor;
uniform float uOutlineWidth = 0.7;
void main() { void main() {
float a = texture(uText, TexCoord).r; // glyph alpha in RED channel float dist = texture(uText, TexCoord).r;
FragColor = vec4(uColor, a); float outline = smoothstep(0.5 - uOutlineWidth, 0.5 + uOutlineWidth, dist);
float text = smoothstep(0.5, 0.5 + 0.1, dist);
float glow = exp(-pow(dist - 0.5, 2.0) / 0.02);
FragColor = vec4(uColor.rgb * (text + glow * 0.6), uColor.a * outline);
} }

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@ -756,26 +756,28 @@ namespace ZL
// Позиция корабля в мире // Позиция корабля в мире
Vector3f shipWorld = st.position; Vector3f shipWorld = st.position;
// Значение положения лейбла float distSq = (Environment::shipState.position - shipWorld).squaredNorm();
Vector3f labelWorld = shipWorld + Vector3f{ 0.0f, -5.0f, 0.0f }; if (distSq > MAX_DIST_SQ)
continue;
float dist = sqrt(distSq);
float alpha = std::clamp(1.f - (dist - FADE_START) / FADE_RANGE, 0.f, 1.f);
if (alpha < 0.01f)
continue;
Vector3f labelWorld = shipWorld + Vector3f{ 0.f, -4.f, 0.f }; // регулировка высоты
float sx, sy, depth; float sx, sy, depth;
if (!worldToScreen(labelWorld, sx, sy, depth)) if (!worldToScreen(labelWorld, sx, sy, depth))
continue; continue;
float uiX = sx; float uiX = sx, uiY = sy;
float uiY = sy; float scale = std::clamp(BASE_SCALE / (dist * PERSPECTIVE_K + 1.f), MIN_SCALE, MAX_SCALE);
// Масштаб по расстоянию
float dist = (Environment::shipState.position - shipWorld).norm();
float scale = std::clamp(140.0f / (dist + 1.0f), 0.6f, 1.2f);
// Дефолтный лейбл // Дефолтный лейбл
std::string label = "Player (" + std::to_string(st.id) + ")"; std::string label = "Player (" + std::to_string(st.id) + ") " + std::to_string((int)dist) + "m";
// TODO: nickname sync // TODO: nickname sync
textRenderer->drawText(label, uiX, uiY, scale, true); textRenderer->drawText(label, uiX + 1.f, uiY + 1.f, scale, true, {0.f, 0.f, 0.f, alpha}); // color param
textRenderer->drawText(label, uiX, uiY, scale, true, { 1.f, 1.f, 1.f, alpha });
} }
glDisable(GL_BLEND); glDisable(GL_BLEND);

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@ -115,6 +115,13 @@ namespace ZL {
uint64_t lastExplosionTime = 0; uint64_t lastExplosionTime = 0;
const uint64_t explosionDurationMs = 500; const uint64_t explosionDurationMs = 500;
static constexpr float MAX_DIST_SQ = 10000.f * 10000.f;
static constexpr float FADE_START = 6000.f;
static constexpr float FADE_RANGE = 4000.f;
static constexpr float BASE_SCALE = 140.f;
static constexpr float PERSPECTIVE_K = 0.05f; // Tune
static constexpr float MIN_SCALE = 0.4f;
static constexpr float MAX_SCALE = 1.5f;
}; };

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@ -835,6 +835,15 @@ namespace ZL {
} }
} }
void Renderer::RenderUniform4fv(const std::string& uniformName, const float* value)
{
auto shader = shaderManager.GetCurrentShader();
auto uniform = shader->uniformList.find(uniformName);
if (uniform != shader->uniformList.end()) {
glUniform4fv(uniform->second, 1, value);
}
}
void Renderer::RenderUniform1i(const std::string& uniformName, const int value) void Renderer::RenderUniform1i(const std::string& uniformName, const int value)
{ {
auto shader = shaderManager.GetCurrentShader(); auto shader = shaderManager.GetCurrentShader();

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@ -138,6 +138,7 @@ namespace ZL {
void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value); void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value);
void RenderUniform1i(const std::string& uniformName, const int value); void RenderUniform1i(const std::string& uniformName, const int value);
void RenderUniform3fv(const std::string& uniformName, const float* value); void RenderUniform3fv(const std::string& uniformName, const float* value);
void RenderUniform4fv(const std::string& uniformName, const float* value);
void RenderUniform1f(const std::string& uniformName, float value); void RenderUniform1f(const std::string& uniformName, float value);
void VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer); void VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer);

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@ -3,8 +3,9 @@
#include FT_FREETYPE_H #include FT_FREETYPE_H
#include "Environment.h" #include "Environment.h"
#include "render/OpenGlExtensions.h" // если у тебя там gl* указатели #include "render/OpenGlExtensions.h"
#include <iostream> #include <iostream>
#include <array>
namespace ZL { namespace ZL {
@ -25,8 +26,6 @@ bool TextRenderer::init(Renderer& renderer, const std::string& ttfPath, int pixe
{ {
r = &renderer; r = &renderer;
// Добавим шейдер (если у тебя shaderManager работает так же, как с default)
// Подстрой под твой AddShaderFromFiles: тут без zip.
r->shaderManager.AddShaderFromFiles(shaderName, r->shaderManager.AddShaderFromFiles(shaderName,
"resources/shaders/text2d.vertex", "resources/shaders/text2d.vertex",
"resources/shaders/text2d.fragment", "resources/shaders/text2d.fragment",
@ -109,7 +108,7 @@ bool TextRenderer::loadGlyphs(const std::string& ttfPath, int pixelSize)
return true; return true;
} }
void TextRenderer::drawText(const std::string& text, float x, float y, float scale, bool centered) void TextRenderer::drawText(const std::string& text, float x, float y, float scale, bool centered, std::array<float, 4> color)
{ {
if (!r) return; if (!r) return;
@ -127,8 +126,6 @@ void TextRenderer::drawText(const std::string& text, float x, float y, float sca
r->shaderManager.PushShader(shaderName); r->shaderManager.PushShader(shaderName);
// Орто-проекция в пикселях: (0..W, 0..H) // Орто-проекция в пикселях: (0..W, 0..H)
// ВАЖНО: мы рисуем в координатах Game::drawBoxesLabels() как uiX/uiY
// Здесь предположим, что (0,0) внизу слева.
float W = (float)Environment::width; float W = (float)Environment::width;
float H = (float)Environment::height; float H = (float)Environment::height;
@ -142,9 +139,7 @@ void TextRenderer::drawText(const std::string& text, float x, float y, float sca
r->RenderUniformMatrix4fv("uProjection", false, proj.data()); r->RenderUniformMatrix4fv("uProjection", false, proj.data());
r->RenderUniform1i("uText", 0); r->RenderUniform1i("uText", 0);
// белый цвет r->RenderUniform4fv("uColor", color.data());
float color[3] = {1.0f, 1.0f, 1.0f};
r->RenderUniform3fv("uColor", color);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
// glBindVertexArray(vao); // glBindVertexArray(vao);
@ -184,9 +179,7 @@ void TextRenderer::drawText(const std::string& text, float x, float y, float sca
}; };
glBindTexture(GL_TEXTURE_2D, g.texID); glBindTexture(GL_TEXTURE_2D, g.texID);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verts), verts); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verts), verts);
glDrawArrays(GL_TRIANGLES, 0, 6); glDrawArrays(GL_TRIANGLES, 0, 6);
penX += (g.advance >> 6) * scale; penX += (g.advance >> 6) * scale;

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@ -5,6 +5,7 @@
#include <unordered_map> #include <unordered_map>
#include <Eigen/Dense> #include <Eigen/Dense>
#include "render/Renderer.h" #include "render/Renderer.h"
#include <array>
namespace ZL { namespace ZL {
@ -22,7 +23,7 @@ public:
~TextRenderer(); ~TextRenderer();
bool init(Renderer& renderer, const std::string& ttfPath, int pixelSize); bool init(Renderer& renderer, const std::string& ttfPath, int pixelSize);
void drawText(const std::string& text, float x, float y, float scale, bool centered); void drawText(const std::string& text, float x, float y, float scale, bool centered, std::array<float, 4> color = { 1.f,1.f,1.f,1.f });
private: private:
bool loadGlyphs(const std::string& ttfPath, int pixelSize); bool loadGlyphs(const std::string& ttfPath, int pixelSize);