#include "entity.h"
#include "camera.h"
#include "shaders/model_font.h"
+#include "shaders/scene_font.h"
+#include "world_render.h"
+#include "depth_compare.h"
+
+enum efont_SRglyph{
+ k_SRglyph_end = 0x00, /* control characters */
+ k_SRglyph_ctrl_variant = 0x01,
+ k_SRglyph_ctrl_size = 0x02, /* normalized 0-1 */
+ k_SRglyph_ctrl_center = 0x03, /* useful when text is scaled down */
+ k_SRglyph_ctrl_baseline = 0x04, /* . */
+ k_SRglyph_ctrl_top = 0x05, /* . */
+ k_SRglyph_mod_circle = 0x1e, /* surround and center next charater */
+ k_SRglyph_mod_square = 0x1f, /* surround and center next character */
+ k_SRglyph_ascii_min = 0x20, /* standard ascii */
+ k_SRglyph_ascii_max = 0x7e,
+ k_SRglyph_ps4_square = 0x7f,/* playstation buttons */
+ k_SRglyph_ps4_triangle = 0x80,
+ k_SRglyph_ps4_circle = 0x81,
+ k_SRglyph_ps4_cross = 0x82,
+ k_SRglyph_xb1_x = 0x83,/* xbox buttons */
+ k_SRglyph_xb1_y = 0x84,
+ k_SRglyph_xb1_a = 0x85,
+ k_SRglyph_xb1_b = 0x86,
+ k_SRglyph_gen_ls = 0x87,/* generic gamepad */
+ k_SRglyph_gen_lsh = 0x88,
+ k_SRglyph_gen_lsv = 0x89,
+ k_SRglyph_gen_lshv = 0x8a,
+ k_SRglyph_gen_rs = 0x8b,
+ k_SRglyph_gen_rsh = 0x8c,
+ k_SRglyph_gen_rsv = 0x8d,
+ k_SRglyph_gen_rshv = 0x8e,
+ k_SRglyph_gen_lt = 0x8f,
+ k_SRglyph_gen_rt = 0x90,
+ k_SRglyph_gen_lb = 0x91,
+ k_SRglyph_gen_rb = 0x92,
+ k_SRglyph_gen_left = 0x93,
+ k_SRglyph_gen_up = 0x94,
+ k_SRglyph_gen_right = 0x95,
+ k_SRglyph_gen_down = 0x96,
+ k_SRglyph_gen_options = 0x97,
+ k_SRglyph_gen_shareview = 0x98,
+ k_SRglyph_kbm_m0 = 0x99,/* mouse */
+ k_SRglyph_kbm_m1 = 0x9a,
+ k_SRglyph_kbm_m01 = 0x9b,
+ k_SRglyph_kbm_m2 = 0x9c,
+ k_SRglyph_kbm_m2s = 0x9d,
+ k_SRglyph_kbm_shift = 0x9e,/* modifiers */
+ k_SRglyph_kbm_ctrl = 0x9f,
+ k_SRglyph_kbm_alt = 0xa0,
+ k_SRglyph_kbm_space = 0xa1,
+ k_SRglyph_kbm_return = 0xa2,
+ k_SRglyph_kbm_escape = 0xa3,
+ k_SRglyph_kbm_mousemove = 0xa4,
+ k_SRglyph_vg_ret = 0xa5,
+ k_SRglyph_vg_link = 0xa6,
+ k_SRglyph_vg_square = 0xa7,
+ k_SRglyph_vg_triangle = 0xa8,
+ k_SRglyph_vg_circle = 0xa9
+};
typedef struct font3d font3d;
struct font3d{
glyphs;
};
-VG_STATIC void font3d_load( font3d *font, const char *mdl_path, void *alloc )
-{
+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 );
+ 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 );
+ 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 );
void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
mdl_fread_pack_file( &font->mdl, &tex0->file, data );
- mdl_async_load_glmesh( &font->mdl, &font->mesh );
+ mdl_async_load_glmesh( &font->mdl, &font->mesh, NULL );
vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
- VG_TEX2D_NEAREST|VG_TEX2D_REPEAT|VG_TEX2D_NOMIP,
+ VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
&font->texture );
mdl_close( &font->mdl );
}
-VG_STATIC void font3d_init(void)
-{
+static void font3d_init(void){
shader_model_font_register();
+ shader_scene_font_register();
}
-VG_STATIC u32 font3d_find_variant( font3d *font, const char *name )
-{
+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 );
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 );
+struct _font3d_render{
+ v4f offset;
+ font3d *font;
+ u32 variant_id;
+
+ enum font_shader {
+ k_font_shader_default,
+ k_font_shader_world
+ }
+ shader;
+}
+static gui_font3d;
+
+/*
+ * world can be null if not using world shader
+ */
+static void font3d_bind( font3d *font, enum font_shader shader,
+ int depth_compare, world_instance *world,
+ camera *cam ){
+ gui_font3d.shader = shader;
+ gui_font3d.font = font;
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, font->texture );
+
+ if( shader == k_font_shader_default ){
+ shader_model_font_use();
+ shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
+ shader_model_font_uTexMain( 1 );
+
+ shader_model_font_uDepthCompare( depth_compare );
+ if( depth_compare ){
+ depth_compare_bind(
+ shader_model_font_uTexSceneDepth,
+ shader_model_font_uInverseRatioDepth,
+ shader_model_font_uInverseRatioMain, cam );
+ }
+
+ shader_model_font_uPv( cam->mtx.pv );
+ }
+ else if( shader == k_font_shader_world ){
+ assert( world );
+ shader_scene_font_use();
+ shader_scene_font_uTexGarbage(0);
+ shader_scene_font_uTexMain(1);
+
+ shader_scene_font_uPv( skaterift.cam.mtx.pv );
+ shader_scene_font_uTime( vg.time );
+
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_font );
- shader_model_font_uPv( cam->mtx.pv );
+ bind_terrain_noise();
+ shader_scene_font_uCamera( skaterift.cam.transform[3] );
+ }
mesh_bind( &font->mesh );
}
-VG_STATIC ent_glyph *font3d_glyph( font3d *font, u32 variant_id, u32 utf32 )
-{
+static ent_glyph *font3d_glyph( font3d *font, u32 variant_id, u32 utf32 ){
if( utf32 < font->info.glyph_utf32_base ) return NULL;
if( utf32 >= font->info.glyph_utf32_base+font->info.glyph_count) return NULL;
return mdl_arritm( &font->glyphs, index );
}
-VG_STATIC
-void font3d_simple_draw( font3d *font, u32 variant_id, const char *text,
- camera *cam, m4x3f transform )
-{
- v3f offset;
- v3_zero( offset );
+static void font3d_set_transform( const char *text,
+ camera *cam, m4x3f transform ){
+ v4_copy( (v4f){0.0f,0.0f,0.0f,1.0f}, gui_font3d.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 );
+ if( gui_font3d.shader == k_font_shader_default ){
+ shader_model_font_uPvmPrev( prev_mtx );
+ shader_model_font_uMdl( transform );
+ }
+ else if( gui_font3d.shader == k_font_shader_world ){
+ shader_scene_font_uPvmPrev( prev_mtx );
+ shader_scene_font_uMdl( transform );
+ }
+}
- for( int i=0;; i++ ){
- u32 c = text[i];
- if(!c) break;
+static void font3d_setoffset( v4f offset ){
+ if( gui_font3d.shader == k_font_shader_default )
+ shader_model_font_uOffset( offset );
+ else if( gui_font3d.shader == k_font_shader_world )
+ shader_scene_font_uOffset( offset );
+}
- ent_glyph *glyph = font3d_glyph( font, variant_id, c );
- if( !glyph ) continue;
+static void font3d_setcolour( v4f colour ){
+ if( gui_font3d.shader == k_font_shader_default )
+ shader_model_font_uColour( colour );
+#if 0
+ else if( gui_font3d.shader == k_font_shader_world )
+ shader_scene_font_uColour( colour );
+#endif
+}
+
+static void font3d_draw( const char *text ){
+ u8 *u8pch = (u8*)text;
+
+ u32 max_chars = 512;
+ while( u8pch && max_chars ){
+ max_chars --;
+
+ u32 c0 = *u8pch, c1;
+ u8pch ++;
+
+ if( !c0 ) break;
+
+ ent_glyph *glyph0 = font3d_glyph( gui_font3d.font,
+ gui_font3d.variant_id, c0 ),
+ *glyph1 = NULL;
+
+ /* multibyte characters */
+ if( c0 >= 1 && c0 < k_SRglyph_ascii_min ){
+ c1 = *u8pch;
+ if( !c1 ) break;
+ glyph1 = font3d_glyph( gui_font3d.font, gui_font3d.variant_id, c1 );
+ }
+
+ if( c0 == k_SRglyph_ctrl_variant ){
+ gui_font3d.variant_id = c1;
+ u8pch ++;
+ continue;
+ }
+ else if( c0 == k_SRglyph_ctrl_size ){
+ gui_font3d.offset[3] = (float)c1 * (1.0f/255.0f);
+ u8pch ++;
+ continue;
+ }
+ else if( c0 == k_SRglyph_ctrl_baseline ){
+ gui_font3d.offset[1] = 0.0f;
+ continue;
+ }
+ else if( c0 == k_SRglyph_ctrl_center ){
+ if( glyph1 ){
+ float diff = glyph1->size[1] - glyph1->size[1]*gui_font3d.offset[3];
+ gui_font3d.offset[1] = diff * 0.5f;
+ }
+ continue;
+ }
+ else if( c0 == k_SRglyph_ctrl_top ){
+ if( glyph1 ){
+ float diff = glyph1->size[1] - glyph1->size[1]*gui_font3d.offset[3];
+ gui_font3d.offset[1] = diff;
+ }
+ continue;
+ }
- if( glyph->indice_count ){
- shader_model_font_uOffset( offset );
- mesh_drawn( glyph->indice_start, glyph->indice_count );
+ if( !glyph0 ) continue;
+
+ if( glyph1 && (c0 == k_SRglyph_mod_square || c0 == k_SRglyph_mod_circle)){
+ v4f v0;
+ v2_sub( glyph0->size, glyph1->size, v0 );
+ v2_muladds( gui_font3d.offset, v0, -0.5f, v0 );
+ v0[2] = gui_font3d.offset[2];
+ v0[3] = gui_font3d.offset[3];
+
+ font3d_setoffset( v0 );
+ mesh_drawn( glyph0->indice_start, glyph0->indice_count );
+ continue;
+ }
+ else{
+ font3d_setoffset( gui_font3d.offset );
+ mesh_drawn( glyph0->indice_start, glyph0->indice_count );
}
- offset[0] += glyph->size[0];
+
+ gui_font3d.offset[0] += glyph0->size[0]*gui_font3d.offset[3];
}
}
-VG_STATIC
-float font3d_string_width( font3d *font, u32 variant_id, const char *text )
-{
+static f32 font3d_simple_draw( u32 variant_id, const char *text,
+ camera *cam, m4x3f transform ){
+ if( !text ) return 0.0f;
+
+ gui_font3d.variant_id = variant_id;
+ font3d_set_transform( text, cam, transform );
+ font3d_draw( text );
+ return gui_font3d.offset[0];
+}
+
+static f32 font3d_string_width( u32 variant_id, const char *text ){
+ if( !text ) return 0.0f;
float width = 0.0f;
+
+ const u8 *buf = (const u8 *)text;
for( int i=0;; i++ ){
- u32 c = text[i];
+ u32 c = buf[i];
if(!c) break;
- ent_glyph *glyph = font3d_glyph( font, variant_id, c );
+ ent_glyph *glyph = font3d_glyph( gui_font3d.font, variant_id, c );
if( !glyph ) continue;
width += glyph->size[0];