challenge effects
[carveJwlIkooP6JGAAIwe30JlM.git] / font.h
diff --git a/font.h b/font.h
index a7826f504926038f09b7c17e7766d63fe1a47a4b..4361e934795fc881bc71e886d86139bb013a66a7 100644 (file)
--- a/font.h
+++ b/font.h
@@ -5,11 +5,15 @@
 #include "entity.h"
 #include "camera.h"
 #include "shaders/model_font.h"
-
+#include "shaders/scene_font.h"
 
 enum efont_SRglyph{
-   k_SRglyph_end           = 0,  /* control characters */
-   k_SRglyph_ctrl_variant  = 1,
+   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 */
@@ -20,8 +24,8 @@ enum efont_SRglyph{
    k_SRglyph_ps4_cross     = 0x82,
    k_SRglyph_xb1_x         = 0x83,/* xbox buttons */
    k_SRglyph_xb1_y         = 0x84,
-   k_SRglyph_xb1_b         = 0x85,
-   k_SRglyph_xb1_a         = 0x86,
+   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,
@@ -48,7 +52,10 @@ enum efont_SRglyph{
    k_SRglyph_kbm_shift     = 0x9e,/* modifiers */
    k_SRglyph_kbm_ctrl      = 0x9f,
    k_SRglyph_kbm_alt       = 0xa0,
-   k_SRglyph_kbm_space     = 0xa1
+   k_SRglyph_kbm_space     = 0xa1,
+   k_SRglyph_kbm_return    = 0xa2,
+   k_SRglyph_kbm_escape    = 0xa3,
+   k_SRglyph_kbm_mousemove = 0xa4
 };
 
 typedef struct font3d font3d;
@@ -86,7 +93,7 @@ VG_STATIC void font3d_load( font3d *font, const char *mdl_path, void *alloc )
 
    mdl_async_load_glmesh( &font->mdl, &font->mesh );
    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 );
@@ -95,6 +102,7 @@ VG_STATIC void font3d_load( font3d *font, const char *mdl_path, void *alloc )
 VG_STATIC void font3d_init(void)
 {
    shader_model_font_register();
+   shader_scene_font_register();
 }
 
 VG_STATIC u32 font3d_find_variant( font3d *font, const char *name )
@@ -133,75 +141,144 @@ VG_STATIC ent_glyph *font3d_glyph( font3d *font, u32 variant_id, u32 utf32 )
    return mdl_arritm( &font->glyphs, index );
 }
 
+struct font3d_render{
+   v4f offset;
+   font3d *font;
+   const u8 *u8pch;
+   u32 variant_id;
+
+   enum font_shader {
+      k_font_shader_default,
+      k_font_shader_world
+   }
+   shader;
+};
+
 VG_STATIC 
-float font3d_simple_draw( font3d *font, u32 variant_id, const char *text, 
-                         camera *cam, m4x3f transform )
+void font3d_begin( const char *text,
+                   camera *cam, m4x3f transform, struct font3d_render *render )
 {
-   v3f offset;
-   v3_zero( offset );
+   v4_copy( (v4f){0.0f,0.0f,0.0f,1.0f}, render->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( render->shader == k_font_shader_default ){
+      shader_model_font_uPvmPrev( prev_mtx );
+      shader_model_font_uMdl( transform );
+   }
+   else if( render->shader == k_font_shader_world ){
+      shader_scene_font_uPvmPrev( prev_mtx );
+      shader_scene_font_uMdl( transform );
+   }
 
-   const u8 *u8str = (u8*)text;
+   render->u8pch = (u8*)text;
+}
 
-   for( int i=0;; i++ ){
-      u32 c = u8str[i];
-      if(!c) break;
+VG_STATIC void font3d_setoffset( struct font3d_render *render, v4f offset ){
+   if( render->shader == k_font_shader_default )
+      shader_model_font_uOffset( offset );
+   else if( render->shader == k_font_shader_world )
+      shader_scene_font_uOffset( offset );
+}
 
-      if( c == k_SRglyph_ctrl_variant ){
-         variant_id = u8str[i+1];
-         continue;
-      }
+VG_STATIC void font3d_draw( struct font3d_render *render )
+{
+   u32 max_chars = 512;
+   while( render->u8pch && max_chars ){
+      max_chars --;
 
-      ent_glyph *glyph = font3d_glyph( font, variant_id, c );
-      if( !glyph ) continue;
+      u32 c0 = *render->u8pch, c1;
+      render->u8pch ++;
 
-      if( glyph->indice_count ){
-         if( c == k_SRglyph_mod_square || c == k_SRglyph_mod_circle ){
-            u32 c1 = u8str[i+1];
-            if( c1 == '\0' ) break;
-
-            ent_glyph *glyph1 = font3d_glyph( font, variant_id, c1 );
-
-            if( glyph1 ){
-               if( glyph1->indice_count ){
-                  v3f v0;
-                  v2_sub( glyph->size, glyph1->size, v0 );
-                  v2_muladds( offset, v0, -0.5f, v0 );
-                  v0[2] = 0.0f;
-
-                  shader_model_font_uOffset( v0 );
-                  mesh_drawn( glyph->indice_start, glyph->indice_count );
-                  
-                  shader_model_font_uOffset( offset );
-                  mesh_drawn( glyph1->indice_start, glyph1->indice_count );
-                  offset[0] += glyph1->size[0];
-               }
-            }
-
-            i ++;
-            continue;
+      if( !c0 ) break;
+
+      ent_glyph *glyph0 = font3d_glyph( render->font, render->variant_id, c0 ),
+                *glyph1 = NULL;
+
+      /* multibyte characters */
+      if( c0 >= 1 && c0 < k_SRglyph_ascii_min ){
+         c1 = *render->u8pch;
+         if( !c1 ) break;
+         glyph1 = font3d_glyph( render->font, render->variant_id, c1 );
+      }
+
+      if( c0 == k_SRglyph_ctrl_variant ){
+         render->variant_id = c1;
+         render->u8pch ++;
+         continue;
+      }
+      else if( c0 == k_SRglyph_ctrl_size ){
+         render->offset[3] = (float)c1 * (1.0f/255.0f);
+         render->u8pch ++;
+         continue;
+      }
+      else if( c0 == k_SRglyph_ctrl_baseline ){
+         render->offset[1] = 0.0f;
+         continue;
+      }
+      else if( c0 == k_SRglyph_ctrl_center ){
+         if( glyph1 ){
+            float diff = glyph1->size[1] - glyph1->size[1]*render->offset[3];
+            render->offset[1] = diff * 0.5f;
          }
-         else{
-            shader_model_font_uOffset( offset );
-            mesh_drawn( glyph->indice_start, glyph->indice_count );
+         continue;
+      }
+      else if( c0 == k_SRglyph_ctrl_top ){
+         if( glyph1 ){
+            float diff = glyph1->size[1] - glyph1->size[1]*render->offset[3];
+            render->offset[1] = diff;
          }
+         continue;
       }
-      offset[0] += glyph->size[0];
+
+      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( render->offset, v0, -0.5f, v0 );
+         v0[2] = render->offset[2];
+         v0[3] = render->offset[3];
+
+         font3d_setoffset( render, v0 );
+         mesh_drawn( glyph0->indice_start, glyph0->indice_count );
+         continue;
+      }
+      else{
+         font3d_setoffset( render, render->offset );
+         mesh_drawn( glyph0->indice_start, glyph0->indice_count );
+      }
+
+      render->offset[0] += glyph0->size[0]*render->offset[3];
    }
 
-   return offset[0];
+   render->u8pch = NULL;
+}
+
+VG_STATIC 
+float font3d_simple_draw( font3d *font, u32 variant_id, enum font_shader shader,
+                          const char *text, 
+                          camera *cam, m4x3f transform )
+{
+   if( !text ) return 0.0f;
+
+   struct font3d_render render = {
+      .font = font,
+      .variant_id = variant_id,
+      .shader = shader,
+   };
+
+   font3d_begin( text, cam, transform, &render );
+   font3d_draw( &render );
+   return render.offset[0];
 }
 
 VG_STATIC 
 float font3d_string_width( font3d *font, u32 variant_id, const char *text )
 {
+   if( !text ) return 0.0f;
    float width = 0.0f;
    for( int i=0;; i++ ){
       u32 c = text[i];