X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=font.h;h=0647b771a1457ce793466b66370c7a1b4911b77b;hb=fbc68c65e01838feb77f47b30994b45fcc39ebaf;hp=a7826f504926038f09b7c17e7766d63fe1a47a4b;hpb=c34dde859968ced3dc7e8dd7be29f676689813d3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/font.h b/font.h index a7826f5..0647b77 100644 --- a/font.h +++ b/font.h @@ -5,11 +5,17 @@ #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 = 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 +26,8 @@ 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 +54,15 @@ 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, + 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; @@ -62,18 +76,17 @@ 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 ); @@ -84,21 +97,20 @@ VG_STATIC void font3d_load( font3d *font, const char *mdl_path, void *alloc ) 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; ifont_variants ); i ++ ){ ent_font_variant *variant = mdl_arritm( &font->font_variants, i ); @@ -110,20 +122,63 @@ VG_STATIC u32 font3d_find_variant( font3d *font, const char *name ) 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; @@ -133,81 +188,134 @@ VG_STATIC ent_glyph *font3d_glyph( font3d *font, u32 variant_id, u32 utf32 ) return mdl_arritm( &font->glyphs, index ); } -VG_STATIC -float 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 ); + } +} - const u8 *u8str = (u8*)text; +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 ); +} - for( int i=0;; i++ ){ - u32 c = u8str[i]; - if(!c) break; +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 +} - if( c == k_SRglyph_ctrl_variant ){ - variant_id = u8str[i+1]; - continue; - } +static void font3d_draw( const char *text ){ + u8 *u8pch = (u8*)text; - ent_glyph *glyph = font3d_glyph( font, variant_id, c ); - if( !glyph ) continue; + u32 max_chars = 512; + while( u8pch && max_chars ){ + max_chars --; + + u32 c0 = *u8pch, c1; + u8pch ++; + + if( !c0 ) break; - 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; + 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; } - 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]*gui_font3d.offset[3]; + gui_font3d.offset[1] = diff; } + continue; + } + + 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; } - offset[0] += glyph->size[0]; + else{ + font3d_setoffset( gui_font3d.offset ); + mesh_drawn( glyph0->indice_start, glyph0->indice_count ); + } + + gui_font3d.offset[0] += glyph0->size[0]*gui_font3d.offset[3]; } +} - return offset[0]; +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]; } -VG_STATIC -float font3d_string_width( font3d *font, u32 variant_id, const char *text ) -{ +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];