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[carveJwlIkooP6JGAAIwe30JlM.git] / font.h
1 #ifndef FONT_H
2 #define FONT_H
3
4 #include "model.h"
5 #include "entity.h"
6 #include "camera.h"
7 #include "shaders/model_font.h"
8 #include "shaders/scene_font.h"
9 #include "world_render.h"
10 #include "depth_compare.h"
11
12 enum efont_SRglyph{
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
61 };
62
63 typedef struct font3d font3d;
64 struct font3d{
65 mdl_context mdl;
66 GLuint texture;
67 glmesh mesh;
68
69 ent_font info;
70 mdl_array_ptr font_variants,
71 glyphs;
72 };
73
74 static void font3d_load( font3d *font, const char *mdl_path, void *alloc ){
75 mdl_open( &font->mdl, mdl_path, alloc );
76 mdl_load_metadata_block( &font->mdl, alloc );
77
78 vg_linear_clear( vg_mem.scratch );
79 mdl_array_ptr fonts;
80 mdl_load_array( &font->mdl, &fonts, "ent_font", vg_mem.scratch );
81 font->info = *((ent_font *)mdl_arritm(&fonts,0));
82
83 mdl_load_array( &font->mdl, &font->font_variants, "ent_font_variant", alloc);
84 mdl_load_array( &font->mdl, &font->glyphs, "ent_glyph", alloc );
85
86 vg_linear_clear( vg_mem.scratch );
87
88 if( !mdl_arrcount( &font->mdl.textures ) )
89 vg_fatal_error( "No texture in font file" );
90
91 mdl_texture *tex0 = mdl_arritm( &font->mdl.textures, 0 );
92 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
93 mdl_fread_pack_file( &font->mdl, &tex0->file, data );
94
95 mdl_async_load_glmesh( &font->mdl, &font->mesh );
96 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
97 VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
98 &font->texture );
99
100 mdl_close( &font->mdl );
101 }
102
103 static void font3d_init(void){
104 shader_model_font_register();
105 shader_scene_font_register();
106 }
107
108 static u32 font3d_find_variant( font3d *font, const char *name ){
109 for( u32 i=0; i<mdl_arrcount( &font->font_variants ); i ++ ){
110 ent_font_variant *variant = mdl_arritm( &font->font_variants, i );
111
112 if( !strcmp( mdl_pstr( &font->mdl, variant->name ), name ) ){
113 return i;
114 }
115 }
116
117 return 0;
118 }
119
120 struct _font3d_render{
121 v4f offset;
122 font3d *font;
123 u32 variant_id;
124
125 enum font_shader {
126 k_font_shader_default,
127 k_font_shader_world
128 }
129 shader;
130 }
131 static gui_font3d;
132
133 /*
134 * world can be null if not using world shader
135 */
136 static void font3d_bind( font3d *font, enum font_shader shader,
137 int depth_compare, world_instance *world,
138 camera *cam ){
139 gui_font3d.shader = shader;
140 gui_font3d.font = font;
141 glActiveTexture( GL_TEXTURE1 );
142 glBindTexture( GL_TEXTURE_2D, font->texture );
143
144 if( shader == k_font_shader_default ){
145 shader_model_font_use();
146 shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
147 shader_model_font_uTexMain( 1 );
148
149 shader_model_font_uDepthCompare( depth_compare );
150 if( depth_compare ){
151 depth_compare_bind(
152 shader_model_font_uTexSceneDepth,
153 shader_model_font_uInverseRatioDepth,
154 shader_model_font_uInverseRatioMain, cam );
155 }
156
157 shader_model_font_uPv( cam->mtx.pv );
158 }
159 else if( shader == k_font_shader_world ){
160 assert( world );
161 shader_scene_font_use();
162 shader_scene_font_uTexGarbage(0);
163 shader_scene_font_uTexMain(1);
164
165 shader_scene_font_uPv( skaterift.cam.mtx.pv );
166 shader_scene_font_uTime( vg.time );
167
168 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_font );
169
170 bind_terrain_noise();
171 shader_scene_font_uCamera( skaterift.cam.transform[3] );
172 }
173 mesh_bind( &font->mesh );
174 }
175
176 static ent_glyph *font3d_glyph( font3d *font, u32 variant_id, u32 utf32 ){
177 if( utf32 < font->info.glyph_utf32_base ) return NULL;
178 if( utf32 >= font->info.glyph_utf32_base+font->info.glyph_count) return NULL;
179
180 u32 index = utf32 - font->info.glyph_utf32_base;
181 index += font->info.glyph_start;
182 index += font->info.glyph_count * variant_id;
183 return mdl_arritm( &font->glyphs, index );
184 }
185
186 static void font3d_set_transform( const char *text,
187 camera *cam, m4x3f transform ){
188 v4_copy( (v4f){0.0f,0.0f,0.0f,1.0f}, gui_font3d.offset );
189
190 m4x4f prev_mtx;
191 m4x3_expand( transform, prev_mtx );
192 m4x4_mul( cam->mtx_prev.pv, prev_mtx, prev_mtx );
193
194 if( gui_font3d.shader == k_font_shader_default ){
195 shader_model_font_uPvmPrev( prev_mtx );
196 shader_model_font_uMdl( transform );
197 }
198 else if( gui_font3d.shader == k_font_shader_world ){
199 shader_scene_font_uPvmPrev( prev_mtx );
200 shader_scene_font_uMdl( transform );
201 }
202 }
203
204 static void font3d_setoffset( v4f offset ){
205 if( gui_font3d.shader == k_font_shader_default )
206 shader_model_font_uOffset( offset );
207 else if( gui_font3d.shader == k_font_shader_world )
208 shader_scene_font_uOffset( offset );
209 }
210
211 static void font3d_setcolour( v4f colour ){
212 if( gui_font3d.shader == k_font_shader_default )
213 shader_model_font_uColour( colour );
214 #if 0
215 else if( gui_font3d.shader == k_font_shader_world )
216 shader_scene_font_uColour( colour );
217 #endif
218 }
219
220 static void font3d_draw( const char *text ){
221 u8 *u8pch = (u8*)text;
222
223 u32 max_chars = 512;
224 while( u8pch && max_chars ){
225 max_chars --;
226
227 u32 c0 = *u8pch, c1;
228 u8pch ++;
229
230 if( !c0 ) break;
231
232 ent_glyph *glyph0 = font3d_glyph( gui_font3d.font,
233 gui_font3d.variant_id, c0 ),
234 *glyph1 = NULL;
235
236 /* multibyte characters */
237 if( c0 >= 1 && c0 < k_SRglyph_ascii_min ){
238 c1 = *u8pch;
239 if( !c1 ) break;
240 glyph1 = font3d_glyph( gui_font3d.font, gui_font3d.variant_id, c1 );
241 }
242
243 if( c0 == k_SRglyph_ctrl_variant ){
244 gui_font3d.variant_id = c1;
245 u8pch ++;
246 continue;
247 }
248 else if( c0 == k_SRglyph_ctrl_size ){
249 gui_font3d.offset[3] = (float)c1 * (1.0f/255.0f);
250 u8pch ++;
251 continue;
252 }
253 else if( c0 == k_SRglyph_ctrl_baseline ){
254 gui_font3d.offset[1] = 0.0f;
255 continue;
256 }
257 else if( c0 == k_SRglyph_ctrl_center ){
258 if( glyph1 ){
259 float diff = glyph1->size[1] - glyph1->size[1]*gui_font3d.offset[3];
260 gui_font3d.offset[1] = diff * 0.5f;
261 }
262 continue;
263 }
264 else if( c0 == k_SRglyph_ctrl_top ){
265 if( glyph1 ){
266 float diff = glyph1->size[1] - glyph1->size[1]*gui_font3d.offset[3];
267 gui_font3d.offset[1] = diff;
268 }
269 continue;
270 }
271
272 if( !glyph0 ) continue;
273
274 if( glyph1 && (c0 == k_SRglyph_mod_square || c0 == k_SRglyph_mod_circle)){
275 v4f v0;
276 v2_sub( glyph0->size, glyph1->size, v0 );
277 v2_muladds( gui_font3d.offset, v0, -0.5f, v0 );
278 v0[2] = gui_font3d.offset[2];
279 v0[3] = gui_font3d.offset[3];
280
281 font3d_setoffset( v0 );
282 mesh_drawn( glyph0->indice_start, glyph0->indice_count );
283 continue;
284 }
285 else{
286 font3d_setoffset( gui_font3d.offset );
287 mesh_drawn( glyph0->indice_start, glyph0->indice_count );
288 }
289
290 gui_font3d.offset[0] += glyph0->size[0]*gui_font3d.offset[3];
291 }
292 }
293
294 static f32 font3d_simple_draw( u32 variant_id, const char *text,
295 camera *cam, m4x3f transform ){
296 if( !text ) return 0.0f;
297
298 gui_font3d.variant_id = variant_id;
299 font3d_set_transform( text, cam, transform );
300 font3d_draw( text );
301 return gui_font3d.offset[0];
302 }
303
304 static f32 font3d_string_width( u32 variant_id, const char *text ){
305 if( !text ) return 0.0f;
306 float width = 0.0f;
307
308 const u8 *buf = (const u8 *)text;
309 for( int i=0;; i++ ){
310 u32 c = buf[i];
311 if(!c) break;
312
313 ent_glyph *glyph = font3d_glyph( gui_font3d.font, variant_id, c );
314 if( !glyph ) continue;
315
316 width += glyph->size[0];
317 }
318
319 return width;
320 }
321
322 #endif /* FONT_H */