--- /dev/null
+#ifndef FONT_H
+#define FONT_H
+
+#include "model.h"
+#include "entity.h"
+#include "camera.h"
+#include "shaders/model_font.h"
+
+typedef struct font3d font3d;
+struct font3d{
+ mdl_context mdl;
+ GLuint texture;
+ glmesh mesh;
+
+ ent_font info;
+ mdl_array_ptr font_variants,
+ glyphs;
+};
+
+VG_STATIC void font3d_load( font3d *font, const char *mdl_path, void *alloc )
+{
+ mdl_open( &font->mdl, mdl_path, alloc );
+ mdl_load_metadata_block( &font->mdl, alloc );
+
+ vg_linear_clear( vg_mem.scratch );
+ mdl_array_ptr fonts;
+ mdl_load_array( &font->mdl, &fonts, "ent_font", vg_mem.scratch );
+ font->info = *((ent_font *)mdl_arritm(&fonts,0));
+
+ mdl_load_array( &font->mdl, &font->font_variants, "ent_font_variant", alloc);
+ mdl_load_array( &font->mdl, &font->glyphs, "ent_glyph", alloc );
+
+ vg_linear_clear( vg_mem.scratch );
+ mdl_load_mesh_block( &font->mdl, vg_mem.scratch );
+ mdl_load_pack_block( &font->mdl, vg_mem.scratch );
+ mdl_close( &font->mdl );
+
+ vg_acquire_thread_sync();
+ {
+ /* upload mesh */
+ mesh_upload( &font->mesh,
+ font->mdl.verts.data, font->mdl.verts.count,
+ font->mdl.indices.data, font->mdl.indices.count );
+
+ /* upload first texture */
+ font->texture = vg_tex2d_new();
+ mdl_texture *tex0 = mdl_arritm( &font->mdl.textures, 0 );
+
+ vg_tex2d_set_error();
+ vg_tex2d_qoi( mdl_arritm( &font->mdl.pack, tex0->file.pack_offset ),
+ tex0->file.pack_size,
+ mdl_pstr( &font->mdl, tex0->file.pstr_path ));
+ vg_tex2d_nearest();
+ vg_tex2d_repeat();
+ }
+ vg_release_thread_sync();
+}
+
+VG_STATIC void font3d_init(void)
+{
+ shader_model_font_register();
+}
+
+VG_STATIC u32 font3d_find_variant( font3d *font, const char *name )
+{
+ for( u32 i=0; i<mdl_arrcount( &font->font_variants ); i ++ ){
+ ent_font_variant *variant = mdl_arritm( &font->font_variants, i );
+
+ if( !strcmp( mdl_pstr( &font->mdl, variant->name ), name ) ){
+ return i;
+ }
+ }
+
+ return 0;
+}
+
+VG_STATIC void font3d_bind( font3d *font, camera *cam )
+{
+ shader_model_font_use();
+ shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
+ shader_model_font_uTexMain( 1 );
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, font->texture );
+
+ shader_model_font_uPv( cam->mtx.pv );
+ mesh_bind( &font->mesh );
+}
+
+VG_STATIC
+void font3d_simple_draw( font3d *font, u32 variant_id, const char *text,
+ camera *cam, m4x3f transform )
+{
+ v3f offset;
+ v3_zero( offset );
+
+ m4x4f prev_mtx;
+
+ m4x3_expand( transform, prev_mtx );
+ m4x4_mul( cam->mtx_prev.pv, prev_mtx, prev_mtx );
+
+ shader_model_font_uPvmPrev( prev_mtx );
+ shader_model_font_uMdl( transform );
+
+ for( int i=0;; i++ ){
+ u32 c = text[i];
+ if(!c) break;
+
+ if( c < font->info.glyph_utf32_base ) continue;
+ if( c >= font->info.glyph_utf32_base+font->info.glyph_count) continue;
+
+ u32 index = c - font->info.glyph_utf32_base;
+ index += font->info.glyph_start;
+ index += font->info.glyph_count * variant_id;
+ ent_glyph *glyph = mdl_arritm( &font->glyphs, index );
+
+ if( glyph->indice_count ){
+ shader_model_font_uOffset( offset );
+ mesh_drawn( glyph->indice_start, glyph->indice_count );
+ }
+ offset[0] += glyph->size[0];
+ }
+}
+
+VG_STATIC
+float font3d_string_width( font3d *font, u32 variant_id, const char *text )
+{
+ float width = 0.0f;
+ for( int i=0;; i++ ){
+ u32 c = text[i];
+ if(!c) break;
+
+ if( c < font->info.glyph_utf32_base ) continue;
+ if( c >= font->info.glyph_utf32_base+font->info.glyph_count) continue;
+
+ u32 index = c - font->info.glyph_utf32_base;
+ index += font->info.glyph_start;
+ index += font->info.glyph_count * variant_id;
+ ent_glyph *glyph = mdl_arritm( &font->glyphs, index );
+
+ width += glyph->size[0];
+ }
+
+ return width;
+}
+
+#endif /* FONT_H */