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"
12 k_SRglyph_end
= 0x00, /* control characters */
13 k_SRglyph_ctrl_variant
= 0x01,
14 k_SRglyph_ctrl_size
= 0x02, /* normalized 0-1 */
15 k_SRglyph_ctrl_center
= 0x03, /* useful when text is scaled down */
16 k_SRglyph_ctrl_baseline
= 0x04, /* . */
17 k_SRglyph_ctrl_top
= 0x05, /* . */
18 k_SRglyph_mod_circle
= 0x1e, /* surround and center next charater */
19 k_SRglyph_mod_square
= 0x1f, /* surround and center next character */
20 k_SRglyph_ascii_min
= 0x20, /* standard ascii */
21 k_SRglyph_ascii_max
= 0x7e,
22 k_SRglyph_ps4_square
= 0x7f,/* playstation buttons */
23 k_SRglyph_ps4_triangle
= 0x80,
24 k_SRglyph_ps4_circle
= 0x81,
25 k_SRglyph_ps4_cross
= 0x82,
26 k_SRglyph_xb1_x
= 0x83,/* xbox buttons */
27 k_SRglyph_xb1_y
= 0x84,
28 k_SRglyph_xb1_a
= 0x85,
29 k_SRglyph_xb1_b
= 0x86,
30 k_SRglyph_gen_ls
= 0x87,/* generic gamepad */
31 k_SRglyph_gen_lsh
= 0x88,
32 k_SRglyph_gen_lsv
= 0x89,
33 k_SRglyph_gen_lshv
= 0x8a,
34 k_SRglyph_gen_rs
= 0x8b,
35 k_SRglyph_gen_rsh
= 0x8c,
36 k_SRglyph_gen_rsv
= 0x8d,
37 k_SRglyph_gen_rshv
= 0x8e,
38 k_SRglyph_gen_lt
= 0x8f,
39 k_SRglyph_gen_rt
= 0x90,
40 k_SRglyph_gen_lb
= 0x91,
41 k_SRglyph_gen_rb
= 0x92,
42 k_SRglyph_gen_left
= 0x93,
43 k_SRglyph_gen_up
= 0x94,
44 k_SRglyph_gen_right
= 0x95,
45 k_SRglyph_gen_down
= 0x96,
46 k_SRglyph_gen_options
= 0x97,
47 k_SRglyph_gen_shareview
= 0x98,
48 k_SRglyph_kbm_m0
= 0x99,/* mouse */
49 k_SRglyph_kbm_m1
= 0x9a,
50 k_SRglyph_kbm_m01
= 0x9b,
51 k_SRglyph_kbm_m2
= 0x9c,
52 k_SRglyph_kbm_m2s
= 0x9d,
53 k_SRglyph_kbm_shift
= 0x9e,/* modifiers */
54 k_SRglyph_kbm_ctrl
= 0x9f,
55 k_SRglyph_kbm_alt
= 0xa0,
56 k_SRglyph_kbm_space
= 0xa1,
57 k_SRglyph_kbm_return
= 0xa2,
58 k_SRglyph_kbm_escape
= 0xa3,
59 k_SRglyph_kbm_mousemove
= 0xa4,
60 k_SRglyph_vg_ret
= 0xa5,
61 k_SRglyph_vg_link
= 0xa6,
62 k_SRglyph_vg_square
= 0xa7,
63 k_SRglyph_vg_triangle
= 0xa8,
64 k_SRglyph_vg_circle
= 0xa9
67 typedef struct font3d font3d
;
74 mdl_array_ptr font_variants
,
78 static void font3d_load( font3d
*font
, const char *mdl_path
, void *alloc
){
79 mdl_open( &font
->mdl
, mdl_path
, alloc
);
80 mdl_load_metadata_block( &font
->mdl
, alloc
);
82 vg_linear_clear( vg_mem
.scratch
);
84 MDL_LOAD_ARRAY( &font
->mdl
, &fonts
, ent_font
, vg_mem
.scratch
);
85 font
->info
= *((ent_font
*)mdl_arritm(&fonts
,0));
87 MDL_LOAD_ARRAY( &font
->mdl
, &font
->font_variants
, ent_font_variant
, alloc
);
88 MDL_LOAD_ARRAY( &font
->mdl
, &font
->glyphs
, ent_glyph
, alloc
);
90 vg_linear_clear( vg_mem
.scratch
);
92 if( !mdl_arrcount( &font
->mdl
.textures
) )
93 vg_fatal_error( "No texture in font file" );
95 mdl_texture
*tex0
= mdl_arritm( &font
->mdl
.textures
, 0 );
96 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
97 mdl_fread_pack_file( &font
->mdl
, &tex0
->file
, data
);
99 mdl_async_load_glmesh( &font
->mdl
, &font
->mesh
, NULL
);
100 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
101 VG_TEX2D_LINEAR
|VG_TEX2D_CLAMP
,
104 mdl_close( &font
->mdl
);
107 static u32
font3d_find_variant( font3d
*font
, const char *name
){
108 for( u32 i
=0; i
<mdl_arrcount( &font
->font_variants
); i
++ ){
109 ent_font_variant
*variant
= mdl_arritm( &font
->font_variants
, i
);
111 if( !strcmp( mdl_pstr( &font
->mdl
, variant
->name
), name
) ){
119 struct _font3d_render
{
125 k_font_shader_default
,
133 * world can be null if not using world shader
135 static void font3d_bind( font3d
*font
, enum font_shader shader
,
136 int depth_compare
, world_instance
*world
,
138 gui_font3d
.shader
= shader
;
139 gui_font3d
.font
= font
;
140 glActiveTexture( GL_TEXTURE1
);
141 glBindTexture( GL_TEXTURE_2D
, font
->texture
);
143 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 shader_model_font_uDepthMode( depth_compare
);
152 shader_model_font_uTexSceneDepth
,
153 shader_model_font_uInverseRatioDepth
,
154 shader_model_font_uInverseRatioMain
, cam
);
157 shader_model_font_uPv( cam
->mtx
.pv
);
159 else if( shader
== k_font_shader_world
)
161 shader_scene_font_use();
162 shader_scene_font_uTexGarbage(0);
163 shader_scene_font_uTexMain(1);
165 shader_scene_font_uPv( skaterift
.cam
.mtx
.pv
);
166 shader_scene_font_uTime( vg
.time
);
168 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_font
);
170 bind_terrain_noise();
171 shader_scene_font_uCamera( skaterift
.cam
.transform
[3] );
173 mesh_bind( &font
->mesh
);
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
;
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
);
186 static void font3d_set_transform( const char *text
,
187 vg_camera
*cam
, m4x3f transform
){
188 v4_copy( (v4f
){0.0f
,0.0f
,0.0f
,1.0f
}, gui_font3d
.offset
);
191 m4x3_expand( transform
, prev_mtx
);
192 m4x4_mul( cam
->mtx_prev
.pv
, prev_mtx
, prev_mtx
);
194 if( gui_font3d
.shader
== k_font_shader_default
){
195 shader_model_font_uPvmPrev( prev_mtx
);
196 shader_model_font_uMdl( transform
);
198 else if( gui_font3d
.shader
== k_font_shader_world
){
199 shader_scene_font_uPvmPrev( prev_mtx
);
200 shader_scene_font_uMdl( transform
);
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
);
211 static void font3d_setcolour( v4f colour
){
212 if( gui_font3d
.shader
== k_font_shader_default
)
213 shader_model_font_uColour( colour
);
215 else if( gui_font3d
.shader
== k_font_shader_world
)
216 shader_scene_font_uColour( colour
);
220 static void font3d_draw( const char *text
){
221 u8
*u8pch
= (u8
*)text
;
224 while( u8pch
&& max_chars
){
232 ent_glyph
*glyph0
= font3d_glyph( gui_font3d
.font
,
233 gui_font3d
.variant_id
, c0
),
236 /* multibyte characters */
237 if( c0
>= 1 && c0
< k_SRglyph_ascii_min
){
240 glyph1
= font3d_glyph( gui_font3d
.font
, gui_font3d
.variant_id
, c1
);
243 if( c0
== k_SRglyph_ctrl_variant
){
244 gui_font3d
.variant_id
= c1
;
248 else if( c0
== k_SRglyph_ctrl_size
){
249 gui_font3d
.offset
[3] = (float)c1
* (1.0f
/255.0f
);
253 else if( c0
== k_SRglyph_ctrl_baseline
){
254 gui_font3d
.offset
[1] = 0.0f
;
257 else if( c0
== k_SRglyph_ctrl_center
){
259 float diff
= glyph1
->size
[1] - glyph1
->size
[1]*gui_font3d
.offset
[3];
260 gui_font3d
.offset
[1] = diff
* 0.5f
;
264 else if( c0
== k_SRglyph_ctrl_top
){
266 float diff
= glyph1
->size
[1] - glyph1
->size
[1]*gui_font3d
.offset
[3];
267 gui_font3d
.offset
[1] = diff
;
272 if( !glyph0
) continue;
274 if( glyph1
&& (c0
== k_SRglyph_mod_square
|| c0
== k_SRglyph_mod_circle
)){
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];
281 font3d_setoffset( v0
);
282 mesh_drawn( glyph0
->indice_start
, glyph0
->indice_count
);
286 font3d_setoffset( gui_font3d
.offset
);
287 mesh_drawn( glyph0
->indice_start
, glyph0
->indice_count
);
290 gui_font3d
.offset
[0] += glyph0
->size
[0]*gui_font3d
.offset
[3];
294 static f32
font3d_simple_draw( u32 variant_id
, const char *text
,
295 vg_camera
*cam
, m4x3f transform
){
296 if( !text
) return 0.0f
;
298 gui_font3d
.variant_id
= variant_id
;
299 font3d_set_transform( text
, cam
, transform
);
301 return gui_font3d
.offset
[0];
304 static f32
font3d_string_width( u32 variant_id
, const char *text
){
305 if( !text
) return 0.0f
;
308 const u8
*buf
= (const u8
*)text
;
309 for( int i
=0;; i
++ ){
313 ent_glyph
*glyph
= font3d_glyph( gui_font3d
.font
, variant_id
, c
);
314 if( !glyph
) continue;
316 width
+= glyph
->size
[0];