#include "entity.h"
#include "camera.h"
#include "shaders/model_font.h"
-
+#include "shaders/scene_font.h"
enum efont_SRglyph{
k_SRglyph_end = 0x00, /* control characters */
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 );
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 )
+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} );
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;
font3d *font;
const u8 *u8pch;
u32 variant_id;
+
+ enum font_shader {
+ k_font_shader_default,
+ k_font_shader_world
+ }
+ shader;
};
-VG_STATIC
-void font3d_begin( font3d *font, u32 variant_id,
- camera *cam, m4x3f transform, struct font3d_render *render )
+static
+void font3d_begin( const char *text,
+ camera *cam, m4x3f transform, struct font3d_render *render )
{
- q_identity( render->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 );
+ }
+
+ render->u8pch = (u8*)text;
+}
- render->font = font;
- render->variant_id = variant_id;
+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 );
}
-VG_STATIC void font3d_draw( struct font3d_render *render )
+static void font3d_draw( struct font3d_render *render )
{
u32 max_chars = 512;
while( render->u8pch && max_chars ){
if( !c0 ) break;
ent_glyph *glyph0 = font3d_glyph( render->font, render->variant_id, c0 ),
- *glyph1;
+ *glyph1 = NULL;
/* multibyte characters */
if( c0 >= 1 && c0 < k_SRglyph_ascii_min ){
v0[2] = render->offset[2];
v0[3] = render->offset[3];
- shader_model_font_uOffset( v0 );
+ font3d_setoffset( render, v0 );
mesh_drawn( glyph0->indice_start, glyph0->indice_count );
continue;
}
else{
- shader_model_font_uOffset( render->offset );
+ font3d_setoffset( render, render->offset );
mesh_drawn( glyph0->indice_start, glyph0->indice_count );
}
render->u8pch = NULL;
}
-VG_STATIC
-float font3d_simple_draw( font3d *font, u32 variant_id, const char *text,
- camera *cam, m4x3f transform )
+static
+float font3d_simple_draw( font3d *font, u32 variant_id, enum font_shader shader,
+ const char *text,
+ camera *cam, m4x3f transform )
{
- struct font3d_render render;
- font3d_begin( font, variant_id, cam, transform, &render );
- render.u8pch = (u8*)text;
+ 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
+static
float font3d_string_width( font3d *font, 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 );