annotate semiconginev2/text.nim @ 1240:42eeb59f3a43

add: more tests, line and point rendering
author sam <sam@basx.dev>
date Mon, 22 Jul 2024 12:42:35 +0700
parents 176383220123
children a0ed1a918fda
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1 const
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2 NEWLINE = Rune('\n')
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3 SPACE = Rune(' ')
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4
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5 type
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6 GlyphInfo* = object
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7 uvs*: array[4, Vec2f]
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8 dimension*: Vec2f
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9 topOffset*: float32
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10 leftOffset*: float32
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11 advance*: float32
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12 FontObj* = object
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13 name*: string
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14 glyphs*: Table[Rune, GlyphInfo]
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15 fontAtlas*: Image[Gray]
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16 maxHeight*: int
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17 kerning*: Table[(Rune, Rune), float32]
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18 fontscale*: float32
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19 lineHeight*: float32
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20 lineAdvance*: float32
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21 capHeight*: float32
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22 xHeight*: float32
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23 Font = ref FontObj
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24
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25 TextboxData = object
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26 color: Vec4f
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27 position: Vec3f
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28 scale: float32
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29 aspectratio: float32
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30 TextboxDescriptorSet = object
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31 textbox: GPUValue[TextboxData, UniformBufferMapped]
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32 fontAtlas: Image[Gray]
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33
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34 DefaultFontShader* = object
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35 position {.VertexAttribute.}: Vec3f
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36 uv {.VertexAttribute.}: Vec2f # TODO: maybe we can keep the uvs in a uniform buffer and just pass an index
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37 fragmentUv {.Pass.}: Vec2f
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38 color {.ShaderOutput.}: Vec4f
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39 descriptorSets {.DescriptorSets.}: (TextboxDescriptorSet, )
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40 vertexCode = """void main() {
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41 gl_Position = vec4(position * vec3(1, textbox.aspectratio, 1) * textbox.scale + textbox.position, 1.0);
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42 fragmentUv = uv;
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43 } """
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44 fragmentCode = """void main() {
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45 color = vec4(textbox.color.rgb, textbox.color.a * texture(fontAtlas, fragmentUv).r);
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46 }"""
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47
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48
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49 include ./text/font
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50 include ./text/textbox