4 #include "vg/vg_camera.h"
5 #include "shaders/model_font.h"
6 #include "shaders/scene_font.h"
7 #include "world_render.h"
8 #include "depth_compare.h"
13 k_SRglyph_end
= 0x00, /* control characters */
14 k_SRglyph_ctrl_variant
= 0x01,
15 k_SRglyph_ctrl_size
= 0x02, /* normalized 0-1 */
16 k_SRglyph_ctrl_center
= 0x03, /* useful when text is scaled down */
17 k_SRglyph_ctrl_baseline
= 0x04, /* . */
18 k_SRglyph_ctrl_top
= 0x05, /* . */
19 k_SRglyph_mod_circle
= 0x1e, /* surround and center next charater */
20 k_SRglyph_mod_square
= 0x1f, /* surround and center next character */
21 k_SRglyph_ascii_min
= 0x20, /* standard ascii */
22 k_SRglyph_ascii_max
= 0x7e,
23 k_SRglyph_ps4_square
= 0x7f,/* playstation buttons */
24 k_SRglyph_ps4_triangle
= 0x80,
25 k_SRglyph_ps4_circle
= 0x81,
26 k_SRglyph_ps4_cross
= 0x82,
27 k_SRglyph_xb1_x
= 0x83,/* xbox buttons */
28 k_SRglyph_xb1_y
= 0x84,
29 k_SRglyph_xb1_a
= 0x85,
30 k_SRglyph_xb1_b
= 0x86,
31 k_SRglyph_gen_ls
= 0x87,/* generic gamepad */
32 k_SRglyph_gen_lsh
= 0x88,
33 k_SRglyph_gen_lsv
= 0x89,
34 k_SRglyph_gen_lshv
= 0x8a,
35 k_SRglyph_gen_rs
= 0x8b,
36 k_SRglyph_gen_rsh
= 0x8c,
37 k_SRglyph_gen_rsv
= 0x8d,
38 k_SRglyph_gen_rshv
= 0x8e,
39 k_SRglyph_gen_lt
= 0x8f,
40 k_SRglyph_gen_rt
= 0x90,
41 k_SRglyph_gen_lb
= 0x91,
42 k_SRglyph_gen_rb
= 0x92,
43 k_SRglyph_gen_left
= 0x93,
44 k_SRglyph_gen_up
= 0x94,
45 k_SRglyph_gen_right
= 0x95,
46 k_SRglyph_gen_down
= 0x96,
47 k_SRglyph_gen_options
= 0x97,
48 k_SRglyph_gen_shareview
= 0x98,
49 k_SRglyph_kbm_m0
= 0x99,/* mouse */
50 k_SRglyph_kbm_m1
= 0x9a,
51 k_SRglyph_kbm_m01
= 0x9b,
52 k_SRglyph_kbm_m2
= 0x9c,
53 k_SRglyph_kbm_m2s
= 0x9d,
54 k_SRglyph_kbm_shift
= 0x9e,/* modifiers */
55 k_SRglyph_kbm_ctrl
= 0x9f,
56 k_SRglyph_kbm_alt
= 0xa0,
57 k_SRglyph_kbm_space
= 0xa1,
58 k_SRglyph_kbm_return
= 0xa2,
59 k_SRglyph_kbm_escape
= 0xa3,
60 k_SRglyph_kbm_mousemove
= 0xa4,
63 k_SRglyph_vg_ret
= 0xa5,
64 k_SRglyph_vg_link
= 0xa6,
65 k_SRglyph_vg_square
= 0xa7,
66 k_SRglyph_vg_triangle
= 0xa8,
67 k_SRglyph_vg_circle
= 0xa9
71 typedef struct font3d font3d
;
78 mdl_array_ptr font_variants
,
82 static void font3d_load( font3d
*font
, const char *mdl_path
, void *alloc
){
83 mdl_open( &font
->mdl
, mdl_path
, alloc
);
84 mdl_load_metadata_block( &font
->mdl
, alloc
);
86 vg_linear_clear( vg_mem
.scratch
);
88 MDL_LOAD_ARRAY( &font
->mdl
, &fonts
, ent_font
, vg_mem
.scratch
);
89 font
->info
= *((ent_font
*)mdl_arritm(&fonts
,0));
91 MDL_LOAD_ARRAY( &font
->mdl
, &font
->font_variants
, ent_font_variant
, alloc
);
92 MDL_LOAD_ARRAY( &font
->mdl
, &font
->glyphs
, ent_glyph
, alloc
);
94 vg_linear_clear( vg_mem
.scratch
);
96 if( !mdl_arrcount( &font
->mdl
.textures
) )
97 vg_fatal_error( "No texture in font file" );
99 mdl_texture
*tex0
= mdl_arritm( &font
->mdl
.textures
, 0 );
100 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
101 mdl_fread_pack_file( &font
->mdl
, &tex0
->file
, data
);
103 mdl_async_load_glmesh( &font
->mdl
, &font
->mesh
, NULL
);
104 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
105 VG_TEX2D_LINEAR
|VG_TEX2D_CLAMP
,
108 mdl_close( &font
->mdl
);
111 static u32
font3d_find_variant( font3d
*font
, const char *name
){
112 for( u32 i
=0; i
<mdl_arrcount( &font
->font_variants
); i
++ ){
113 ent_font_variant
*variant
= mdl_arritm( &font
->font_variants
, i
);
115 if( !strcmp( mdl_pstr( &font
->mdl
, variant
->name
), name
) ){
123 struct _font3d_render
{
129 k_font_shader_default
,
137 * world can be null if not using world shader
139 static void font3d_bind( font3d
*font
, enum font_shader shader
,
140 int depth_compare
, world_instance
*world
,
142 gui_font3d
.shader
= shader
;
143 gui_font3d
.font
= font
;
144 glActiveTexture( GL_TEXTURE1
);
145 glBindTexture( GL_TEXTURE_2D
, font
->texture
);
147 if( shader
== k_font_shader_default
)
149 shader_model_font_use();
150 shader_model_font_uColour( (v4f
){1.0f
,1.0f
,1.0f
,1.0f
} );
151 shader_model_font_uTexMain( 1 );
152 shader_model_font_uDepthMode( depth_compare
);
156 shader_model_font_uTexSceneDepth
,
157 shader_model_font_uInverseRatioDepth
,
158 shader_model_font_uInverseRatioMain
, cam
);
161 shader_model_font_uPv( cam
->mtx
.pv
);
163 else if( shader
== k_font_shader_world
)
165 shader_scene_font_use();
166 shader_scene_font_uTexGarbage(0);
167 shader_scene_font_uTexMain(1);
169 shader_scene_font_uPv( skaterift
.cam
.mtx
.pv
);
170 shader_scene_font_uTime( vg
.time
);
172 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_font
);
174 bind_terrain_noise();
175 shader_scene_font_uCamera( skaterift
.cam
.transform
[3] );
177 mesh_bind( &font
->mesh
);
180 static ent_glyph
*font3d_glyph( font3d
*font
, u32 variant_id
, u32 utf32
){
181 if( utf32
< font
->info
.glyph_utf32_base
) return NULL
;
182 if( utf32
>= font
->info
.glyph_utf32_base
+font
->info
.glyph_count
) return NULL
;
184 u32 index
= utf32
- font
->info
.glyph_utf32_base
;
185 index
+= font
->info
.glyph_start
;
186 index
+= font
->info
.glyph_count
* variant_id
;
187 return mdl_arritm( &font
->glyphs
, index
);
190 static void font3d_set_transform( const char *text
,
191 vg_camera
*cam
, m4x3f transform
){
192 v4_copy( (v4f
){0.0f
,0.0f
,0.0f
,1.0f
}, gui_font3d
.offset
);
195 m4x3_expand( transform
, prev_mtx
);
196 m4x4_mul( cam
->mtx_prev
.pv
, prev_mtx
, prev_mtx
);
198 if( gui_font3d
.shader
== k_font_shader_default
){
199 shader_model_font_uPvmPrev( prev_mtx
);
200 shader_model_font_uMdl( transform
);
202 else if( gui_font3d
.shader
== k_font_shader_world
){
203 shader_scene_font_uPvmPrev( prev_mtx
);
204 shader_scene_font_uMdl( transform
);
208 static void font3d_setoffset( v4f offset
){
209 if( gui_font3d
.shader
== k_font_shader_default
)
210 shader_model_font_uOffset( offset
);
211 else if( gui_font3d
.shader
== k_font_shader_world
)
212 shader_scene_font_uOffset( offset
);
215 static void font3d_setcolour( v4f colour
){
216 if( gui_font3d
.shader
== k_font_shader_default
)
217 shader_model_font_uColour( colour
);
219 else if( gui_font3d
.shader
== k_font_shader_world
)
220 shader_scene_font_uColour( colour
);
224 static void font3d_draw( const char *text
){
225 u8
*u8pch
= (u8
*)text
;
228 while( u8pch
&& max_chars
){
236 ent_glyph
*glyph0
= font3d_glyph( gui_font3d
.font
,
237 gui_font3d
.variant_id
, c0
),
240 /* multibyte characters */
241 if( c0
>= 1 && c0
< k_SRglyph_ascii_min
){
244 glyph1
= font3d_glyph( gui_font3d
.font
, gui_font3d
.variant_id
, c1
);
247 if( c0
== k_SRglyph_ctrl_variant
){
248 gui_font3d
.variant_id
= c1
;
252 else if( c0
== k_SRglyph_ctrl_size
){
253 gui_font3d
.offset
[3] = (float)c1
* (1.0f
/255.0f
);
257 else if( c0
== k_SRglyph_ctrl_baseline
){
258 gui_font3d
.offset
[1] = 0.0f
;
261 else if( c0
== k_SRglyph_ctrl_center
){
263 float diff
= glyph1
->size
[1] - glyph1
->size
[1]*gui_font3d
.offset
[3];
264 gui_font3d
.offset
[1] = diff
* 0.5f
;
268 else if( c0
== k_SRglyph_ctrl_top
){
270 float diff
= glyph1
->size
[1] - glyph1
->size
[1]*gui_font3d
.offset
[3];
271 gui_font3d
.offset
[1] = diff
;
276 if( !glyph0
) continue;
278 if( glyph1
&& (c0
== k_SRglyph_mod_square
|| c0
== k_SRglyph_mod_circle
)){
280 v2_sub( glyph0
->size
, glyph1
->size
, v0
);
281 v2_muladds( gui_font3d
.offset
, v0
, -0.5f
, v0
);
282 v0
[2] = gui_font3d
.offset
[2];
283 v0
[3] = gui_font3d
.offset
[3];
285 font3d_setoffset( v0
);
286 mesh_drawn( glyph0
->indice_start
, glyph0
->indice_count
);
290 font3d_setoffset( gui_font3d
.offset
);
291 mesh_drawn( glyph0
->indice_start
, glyph0
->indice_count
);
294 gui_font3d
.offset
[0] += glyph0
->size
[0]*gui_font3d
.offset
[3];
298 static f32
font3d_simple_draw( u32 variant_id
, const char *text
,
299 vg_camera
*cam
, m4x3f transform
){
300 if( !text
) return 0.0f
;
302 gui_font3d
.variant_id
= variant_id
;
303 font3d_set_transform( text
, cam
, transform
);
305 return gui_font3d
.offset
[0];
308 static f32
font3d_string_width( u32 variant_id
, const char *text
){
309 if( !text
) return 0.0f
;
312 const u8
*buf
= (const u8
*)text
;
313 for( int i
=0;; i
++ ){
317 ent_glyph
*glyph
= font3d_glyph( gui_font3d
.font
, variant_id
, c
);
318 if( !glyph
) continue;
320 width
+= glyph
->size
[0];