update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / font.h
1 #pragma once
2 #include "model.h"
3 #include "entity.h"
4 #include "vg/vg_camera.h"
5 #include "shaders/model_font.h"
6 #include "shaders/scene_font.h"
7 #include "world_render.h"
8 #include "depth_compare.h"
9 #include <string.h>
10
11 enum efont_SRglyph{
12 k_SRglyph_end = 0x00, /* control characters */
13 k_SRglyph_ctrl_variant = 0x01,
14 k_SRglyph_ctrl_size = 0x02, /* normalized 0-1 */
15 k_SRglyph_ctrl_center = 0x03, /* useful when text is scaled down */
16 k_SRglyph_ctrl_baseline = 0x04, /* . */
17 k_SRglyph_ctrl_top = 0x05, /* . */
18 k_SRglyph_mod_circle = 0x1e, /* surround and center next charater */
19 k_SRglyph_mod_square = 0x1f, /* surround and center next character */
20 k_SRglyph_ascii_min = 0x20, /* standard ascii */
21 k_SRglyph_ascii_max = 0x7e,
22 k_SRglyph_ps4_square = 0x7f,/* playstation buttons */
23 k_SRglyph_ps4_triangle = 0x80,
24 k_SRglyph_ps4_circle = 0x81,
25 k_SRglyph_ps4_cross = 0x82,
26 k_SRglyph_xb1_x = 0x83,/* xbox buttons */
27 k_SRglyph_xb1_y = 0x84,
28 k_SRglyph_xb1_a = 0x85,
29 k_SRglyph_xb1_b = 0x86,
30 k_SRglyph_gen_ls = 0x87,/* generic gamepad */
31 k_SRglyph_gen_lsh = 0x88,
32 k_SRglyph_gen_lsv = 0x89,
33 k_SRglyph_gen_lshv = 0x8a,
34 k_SRglyph_gen_rs = 0x8b,
35 k_SRglyph_gen_rsh = 0x8c,
36 k_SRglyph_gen_rsv = 0x8d,
37 k_SRglyph_gen_rshv = 0x8e,
38 k_SRglyph_gen_lt = 0x8f,
39 k_SRglyph_gen_rt = 0x90,
40 k_SRglyph_gen_lb = 0x91,
41 k_SRglyph_gen_rb = 0x92,
42 k_SRglyph_gen_left = 0x93,
43 k_SRglyph_gen_up = 0x94,
44 k_SRglyph_gen_right = 0x95,
45 k_SRglyph_gen_down = 0x96,
46 k_SRglyph_gen_options = 0x97,
47 k_SRglyph_gen_shareview = 0x98,
48 k_SRglyph_kbm_m0 = 0x99,/* mouse */
49 k_SRglyph_kbm_m1 = 0x9a,
50 k_SRglyph_kbm_m01 = 0x9b,
51 k_SRglyph_kbm_m2 = 0x9c,
52 k_SRglyph_kbm_m2s = 0x9d,
53 k_SRglyph_kbm_shift = 0x9e,/* modifiers */
54 k_SRglyph_kbm_ctrl = 0x9f,
55 k_SRglyph_kbm_alt = 0xa0,
56 k_SRglyph_kbm_space = 0xa1,
57 k_SRglyph_kbm_return = 0xa2,
58 k_SRglyph_kbm_escape = 0xa3,
59 k_SRglyph_kbm_mousemove = 0xa4,
60
61 #if 0
62 k_SRglyph_vg_ret = 0xa5,
63 k_SRglyph_vg_link = 0xa6,
64 k_SRglyph_vg_square = 0xa7,
65 k_SRglyph_vg_triangle = 0xa8,
66 k_SRglyph_vg_circle = 0xa9
67 #endif
68 };
69
70 typedef struct font3d font3d;
71 struct font3d{
72 mdl_context mdl;
73 GLuint texture;
74 glmesh mesh;
75
76 ent_font info;
77 mdl_array_ptr font_variants,
78 glyphs;
79 };
80
81 static void font3d_load( font3d *font, const char *mdl_path, void *alloc ){
82 mdl_open( &font->mdl, mdl_path, alloc );
83 mdl_load_metadata_block( &font->mdl, alloc );
84
85 vg_linear_clear( vg_mem.scratch );
86 mdl_array_ptr fonts;
87 MDL_LOAD_ARRAY( &font->mdl, &fonts, ent_font, vg_mem.scratch );
88 font->info = *((ent_font *)mdl_arritm(&fonts,0));
89
90 MDL_LOAD_ARRAY( &font->mdl, &font->font_variants, ent_font_variant, alloc);
91 MDL_LOAD_ARRAY( &font->mdl, &font->glyphs, ent_glyph, alloc );
92
93 vg_linear_clear( vg_mem.scratch );
94
95 if( !mdl_arrcount( &font->mdl.textures ) )
96 vg_fatal_error( "No texture in font file" );
97
98 mdl_texture *tex0 = mdl_arritm( &font->mdl.textures, 0 );
99 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
100 mdl_fread_pack_file( &font->mdl, &tex0->file, data );
101
102 mdl_async_load_glmesh( &font->mdl, &font->mesh, NULL );
103 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
104 VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
105 &font->texture );
106
107 mdl_close( &font->mdl );
108 }
109
110 static u32 font3d_find_variant( font3d *font, const char *name ){
111 for( u32 i=0; i<mdl_arrcount( &font->font_variants ); i ++ ){
112 ent_font_variant *variant = mdl_arritm( &font->font_variants, i );
113
114 if( !strcmp( mdl_pstr( &font->mdl, variant->name ), name ) ){
115 return i;
116 }
117 }
118
119 return 0;
120 }
121
122 struct _font3d_render{
123 v4f offset;
124 font3d *font;
125 u32 variant_id;
126
127 enum font_shader {
128 k_font_shader_default,
129 k_font_shader_world
130 }
131 shader;
132 }
133 static gui_font3d;
134
135 /*
136 * world can be null if not using world shader
137 */
138 static void font3d_bind( font3d *font, enum font_shader shader,
139 int depth_compare, world_instance *world,
140 vg_camera *cam ){
141 gui_font3d.shader = shader;
142 gui_font3d.font = font;
143 glActiveTexture( GL_TEXTURE1 );
144 glBindTexture( GL_TEXTURE_2D, font->texture );
145
146 if( shader == k_font_shader_default )
147 {
148 shader_model_font_use();
149 shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
150 shader_model_font_uTexMain( 1 );
151 shader_model_font_uDepthMode( depth_compare );
152
153 if( depth_compare ){
154 depth_compare_bind(
155 shader_model_font_uTexSceneDepth,
156 shader_model_font_uInverseRatioDepth,
157 shader_model_font_uInverseRatioMain, cam );
158 }
159
160 shader_model_font_uPv( cam->mtx.pv );
161 }
162 else if( shader == k_font_shader_world )
163 {
164 shader_scene_font_use();
165 shader_scene_font_uTexGarbage(0);
166 shader_scene_font_uTexMain(1);
167
168 shader_scene_font_uPv( skaterift.cam.mtx.pv );
169 shader_scene_font_uTime( vg.time );
170
171 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_font );
172
173 bind_terrain_noise();
174 shader_scene_font_uCamera( skaterift.cam.transform[3] );
175 }
176 mesh_bind( &font->mesh );
177 }
178
179 static ent_glyph *font3d_glyph( font3d *font, u32 variant_id, u32 utf32 ){
180 if( utf32 < font->info.glyph_utf32_base ) return NULL;
181 if( utf32 >= font->info.glyph_utf32_base+font->info.glyph_count) return NULL;
182
183 u32 index = utf32 - font->info.glyph_utf32_base;
184 index += font->info.glyph_start;
185 index += font->info.glyph_count * variant_id;
186 return mdl_arritm( &font->glyphs, index );
187 }
188
189 static void font3d_set_transform( const char *text,
190 vg_camera *cam, m4x3f transform ){
191 v4_copy( (v4f){0.0f,0.0f,0.0f,1.0f}, gui_font3d.offset );
192
193 m4x4f prev_mtx;
194 m4x3_expand( transform, prev_mtx );
195 m4x4_mul( cam->mtx_prev.pv, prev_mtx, prev_mtx );
196
197 if( gui_font3d.shader == k_font_shader_default ){
198 shader_model_font_uPvmPrev( prev_mtx );
199 shader_model_font_uMdl( transform );
200 }
201 else if( gui_font3d.shader == k_font_shader_world ){
202 shader_scene_font_uPvmPrev( prev_mtx );
203 shader_scene_font_uMdl( transform );
204 }
205 }
206
207 static void font3d_setoffset( v4f offset ){
208 if( gui_font3d.shader == k_font_shader_default )
209 shader_model_font_uOffset( offset );
210 else if( gui_font3d.shader == k_font_shader_world )
211 shader_scene_font_uOffset( offset );
212 }
213
214 static void font3d_setcolour( v4f colour ){
215 if( gui_font3d.shader == k_font_shader_default )
216 shader_model_font_uColour( colour );
217 #if 0
218 else if( gui_font3d.shader == k_font_shader_world )
219 shader_scene_font_uColour( colour );
220 #endif
221 }
222
223 static void font3d_draw( const char *text ){
224 u8 *u8pch = (u8*)text;
225
226 u32 max_chars = 512;
227 while( u8pch && max_chars ){
228 max_chars --;
229
230 u32 c0 = *u8pch, c1;
231 u8pch ++;
232
233 if( !c0 ) break;
234
235 ent_glyph *glyph0 = font3d_glyph( gui_font3d.font,
236 gui_font3d.variant_id, c0 ),
237 *glyph1 = NULL;
238
239 /* multibyte characters */
240 if( c0 >= 1 && c0 < k_SRglyph_ascii_min ){
241 c1 = *u8pch;
242 if( !c1 ) break;
243 glyph1 = font3d_glyph( gui_font3d.font, gui_font3d.variant_id, c1 );
244 }
245
246 if( c0 == k_SRglyph_ctrl_variant ){
247 gui_font3d.variant_id = c1;
248 u8pch ++;
249 continue;
250 }
251 else if( c0 == k_SRglyph_ctrl_size ){
252 gui_font3d.offset[3] = (float)c1 * (1.0f/255.0f);
253 u8pch ++;
254 continue;
255 }
256 else if( c0 == k_SRglyph_ctrl_baseline ){
257 gui_font3d.offset[1] = 0.0f;
258 continue;
259 }
260 else if( c0 == k_SRglyph_ctrl_center ){
261 if( glyph1 ){
262 float diff = glyph1->size[1] - glyph1->size[1]*gui_font3d.offset[3];
263 gui_font3d.offset[1] = diff * 0.5f;
264 }
265 continue;
266 }
267 else if( c0 == k_SRglyph_ctrl_top ){
268 if( glyph1 ){
269 float diff = glyph1->size[1] - glyph1->size[1]*gui_font3d.offset[3];
270 gui_font3d.offset[1] = diff;
271 }
272 continue;
273 }
274
275 if( !glyph0 ) continue;
276
277 if( glyph1 && (c0 == k_SRglyph_mod_square || c0 == k_SRglyph_mod_circle)){
278 v4f v0;
279 v2_sub( glyph0->size, glyph1->size, v0 );
280 v2_muladds( gui_font3d.offset, v0, -0.5f, v0 );
281 v0[2] = gui_font3d.offset[2];
282 v0[3] = gui_font3d.offset[3];
283
284 font3d_setoffset( v0 );
285 mesh_drawn( glyph0->indice_start, glyph0->indice_count );
286 continue;
287 }
288 else{
289 font3d_setoffset( gui_font3d.offset );
290 mesh_drawn( glyph0->indice_start, glyph0->indice_count );
291 }
292
293 gui_font3d.offset[0] += glyph0->size[0]*gui_font3d.offset[3];
294 }
295 }
296
297 static f32 font3d_simple_draw( u32 variant_id, const char *text,
298 vg_camera *cam, m4x3f transform ){
299 if( !text ) return 0.0f;
300
301 gui_font3d.variant_id = variant_id;
302 font3d_set_transform( text, cam, transform );
303 font3d_draw( text );
304 return gui_font3d.offset[0];
305 }
306
307 static f32 font3d_string_width( u32 variant_id, const char *text ){
308 if( !text ) return 0.0f;
309 float width = 0.0f;
310
311 const u8 *buf = (const u8 *)text;
312 for( int i=0;; i++ ){
313 u32 c = buf[i];
314 if(!c) break;
315
316 ent_glyph *glyph = font3d_glyph( gui_font3d.font, variant_id, c );
317 if( !glyph ) continue;
318
319 width += glyph->size[0];
320 }
321
322 return width;
323 }