Mercurial > games > semicongine
comparison semiconginev2/old/text.nim @ 1218:56781cc0fc7c compiletime-tests
did: renamge main package
author | sam <sam@basx.dev> |
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date | Wed, 17 Jul 2024 21:01:37 +0700 |
parents | semicongine/old/text.nim@a3eb305bcac2 |
children |
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1217:f819a874058f | 1218:56781cc0fc7c |
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1 import std/tables | |
2 import std/algorithm | |
3 import std/unicode | |
4 import std/strformat | |
5 | |
6 import ./core | |
7 import ./mesh | |
8 import ./material | |
9 import ./vulkan/shader | |
10 | |
11 const | |
12 NEWLINE = Rune('\n') | |
13 SPACE = Rune(' ') | |
14 | |
15 # font shader | |
16 MAX_TEXT_MATERIALS = 64 # need for every different font AND color | |
17 SHADER_ATTRIB_PREFIX = "semicon_text_" | |
18 POSITION_ATTRIB = SHADER_ATTRIB_PREFIX & "position" | |
19 UV_ATTRIB = SHADER_ATTRIB_PREFIX & "uv" | |
20 TEXT_MATERIAL_TYPE* = MaterialType( | |
21 name: "default-text-material-type", | |
22 vertexAttributes: {POSITION_ATTRIB: Vec3F32, UV_ATTRIB: Vec2F32}.toTable, | |
23 instanceAttributes: {TRANSFORM_ATTRIB: Mat4F32, MATERIALINDEX_ATTRIBUTE: UInt16}.toTable, | |
24 attributes: {"fontAtlas": TextureType, "color": Vec4F32}.toTable, | |
25 ) | |
26 TEXT_SHADER* = CreateShaderConfiguration( | |
27 name = "font shader", | |
28 inputs = [ | |
29 Attr[Mat4](TRANSFORM_ATTRIB, memoryPerformanceHint = PreferFastWrite, perInstance = true), | |
30 Attr[Vec3f](POSITION_ATTRIB, memoryPerformanceHint = PreferFastWrite), | |
31 Attr[Vec2f](UV_ATTRIB, memoryPerformanceHint = PreferFastWrite), | |
32 Attr[uint16](MATERIALINDEX_ATTRIBUTE, memoryPerformanceHint = PreferFastRead, perInstance = true), | |
33 ], | |
34 intermediates = [ | |
35 Attr[Vec2f]("uvFrag"), | |
36 Attr[uint16]("materialIndexOut", noInterpolation = true) | |
37 ], | |
38 outputs = [Attr[Vec4f]("color")], | |
39 uniforms = [Attr[Vec4f]("color", arrayCount = MAX_TEXT_MATERIALS), Attr[float32](ASPECT_RATIO_ATTRIBUTE)], | |
40 samplers = [Attr[Texture]("fontAtlas", arrayCount = MAX_TEXT_MATERIALS)], | |
41 vertexCode = &""" | |
42 gl_Position = vec4({POSITION_ATTRIB}.x, {POSITION_ATTRIB}.y * Uniforms.{ASPECT_RATIO_ATTRIBUTE}, {POSITION_ATTRIB}.z, 1.0) * {TRANSFORM_ATTRIB}; | |
43 uvFrag = {UV_ATTRIB}; | |
44 materialIndexOut = {MATERIALINDEX_ATTRIBUTE}; | |
45 """, | |
46 fragmentCode = &"""color = vec4(Uniforms.color[materialIndexOut].rgb, Uniforms.color[materialIndexOut].a * texture(fontAtlas[materialIndexOut], uvFrag).r);""" | |
47 ) | |
48 | |
49 var instanceCounter = 0 | |
50 | |
51 type | |
52 Text* = object | |
53 maxLen*: int | |
54 font*: Font | |
55 maxWidth: float32 = 0 | |
56 # properties: | |
57 text: seq[Rune] | |
58 horizontalAlignment: HorizontalAlignment = Center | |
59 verticalAlignment: VerticalAlignment = Center | |
60 # management/internal: | |
61 dirty: bool # is true if any of the attributes changed | |
62 processedText: seq[Rune] # used to store processed (word-wrapper) text to preserve original | |
63 lastRenderedText: seq[Rune] # stores the last rendered text, to prevent unnecessary updates | |
64 mesh*: Mesh | |
65 | |
66 func `$`*(text: Text): string = | |
67 "\"" & $text.text[0 ..< min(text.text.len, 16)] & "\"" | |
68 | |
69 proc Refresh*(text: var Text) = | |
70 if not text.dirty and text.processedText == text.lastRenderedText: | |
71 return | |
72 | |
73 # pre-calculate text-width | |
74 var width = 0'f32 | |
75 var lineWidths: seq[float32] | |
76 for i in 0 ..< text.processedText.len: | |
77 if text.processedText[i] == NEWLINE: | |
78 lineWidths.add width | |
79 width = 0'f32 | |
80 else: | |
81 if not (i == text.processedText.len - 1 and text.processedText[i].isWhiteSpace): | |
82 width += text.font.glyphs[text.processedText[i]].advance | |
83 if i < text.processedText.len - 1: | |
84 width += text.font.kerning[(text.processedText[i], text.processedText[i + 1])] | |
85 lineWidths.add width | |
86 var height = float32(lineWidths.len - 1) * text.font.lineAdvance + text.font.capHeight | |
87 if lineWidths[^1] == 0 and lineWidths.len > 1: | |
88 height -= 1 | |
89 | |
90 let anchorY = (case text.verticalAlignment | |
91 of Top: 0'f32 | |
92 of Center: height / 2 | |
93 of Bottom: height) - text.font.capHeight | |
94 | |
95 var | |
96 offsetX = 0'f32 | |
97 offsetY = 0'f32 | |
98 lineIndex = 0 | |
99 anchorX = case text.horizontalAlignment | |
100 of Left: 0'f32 | |
101 of Center: lineWidths[lineIndex] / 2 | |
102 of Right: lineWidths[lineIndex] | |
103 for i in 0 ..< text.maxLen: | |
104 let vertexOffset = i * 4 | |
105 if i < text.processedText.len: | |
106 if text.processedText[i] == Rune('\n'): | |
107 offsetX = 0 | |
108 offsetY += text.font.lineAdvance | |
109 text.mesh[POSITION_ATTRIB, vertexOffset + 0] = NewVec3f() | |
110 text.mesh[POSITION_ATTRIB, vertexOffset + 1] = NewVec3f() | |
111 text.mesh[POSITION_ATTRIB, vertexOffset + 2] = NewVec3f() | |
112 text.mesh[POSITION_ATTRIB, vertexOffset + 3] = NewVec3f() | |
113 inc lineIndex | |
114 anchorX = case text.horizontalAlignment | |
115 of Left: 0'f32 | |
116 of Center: lineWidths[lineIndex] / 2 | |
117 of Right: lineWidths[lineIndex] | |
118 else: | |
119 let | |
120 glyph = text.font.glyphs[text.processedText[i]] | |
121 left = offsetX + glyph.leftOffset | |
122 right = offsetX + glyph.leftOffset + glyph.dimension.x | |
123 top = offsetY + glyph.topOffset | |
124 bottom = offsetY + glyph.topOffset + glyph.dimension.y | |
125 | |
126 text.mesh[POSITION_ATTRIB, vertexOffset + 0] = NewVec3f(left - anchorX, bottom - anchorY) | |
127 text.mesh[POSITION_ATTRIB, vertexOffset + 1] = NewVec3f(left - anchorX, top - anchorY) | |
128 text.mesh[POSITION_ATTRIB, vertexOffset + 2] = NewVec3f(right - anchorX, top - anchorY) | |
129 text.mesh[POSITION_ATTRIB, vertexOffset + 3] = NewVec3f(right - anchorX, bottom - anchorY) | |
130 | |
131 text.mesh[UV_ATTRIB, vertexOffset + 0] = glyph.uvs[0] | |
132 text.mesh[UV_ATTRIB, vertexOffset + 1] = glyph.uvs[1] | |
133 text.mesh[UV_ATTRIB, vertexOffset + 2] = glyph.uvs[2] | |
134 text.mesh[UV_ATTRIB, vertexOffset + 3] = glyph.uvs[3] | |
135 | |
136 offsetX += glyph.advance | |
137 if i < text.processedText.len - 1: | |
138 offsetX += text.font.kerning[(text.processedText[i], text.processedText[i + 1])] | |
139 else: | |
140 text.mesh[POSITION_ATTRIB, vertexOffset + 0] = NewVec3f() | |
141 text.mesh[POSITION_ATTRIB, vertexOffset + 1] = NewVec3f() | |
142 text.mesh[POSITION_ATTRIB, vertexOffset + 2] = NewVec3f() | |
143 text.mesh[POSITION_ATTRIB, vertexOffset + 3] = NewVec3f() | |
144 text.lastRenderedText = text.processedText | |
145 text.dirty = false | |
146 | |
147 | |
148 func width(text: seq[Rune], font: Font): float32 = | |
149 var currentWidth = 0'f32 | |
150 var lineWidths: seq[float32] | |
151 for i in 0 ..< text.len: | |
152 if text[i] == NEWLINE: | |
153 lineWidths.add currentWidth | |
154 currentWidth = 0'f32 | |
155 else: | |
156 if not (i == text.len - 1 and text[i].isWhiteSpace): | |
157 currentWidth += font.glyphs[text[i]].advance | |
158 if i < text.len - 1: | |
159 currentWidth += font.kerning[(text[i], text[i + 1])] | |
160 lineWidths.add currentWidth | |
161 return lineWidths.max | |
162 | |
163 func wordWrapped(text: seq[Rune], font: Font, maxWidth: float32): seq[Rune] = | |
164 var remaining: seq[seq[Rune]] = @[@[]] | |
165 for c in text: | |
166 if c == SPACE: | |
167 remaining.add newSeq[Rune]() | |
168 else: | |
169 remaining[^1].add c | |
170 remaining.reverse() | |
171 | |
172 var currentLine: seq[Rune] | |
173 | |
174 while remaining.len > 0: | |
175 var currentWord = remaining.pop() | |
176 assert not (SPACE in currentWord) | |
177 | |
178 if currentWord.len == 0: | |
179 currentLine.add SPACE | |
180 else: | |
181 assert currentWord[^1] != SPACE | |
182 # if this is the first word of the line and it is too long we need to | |
183 # split by character | |
184 if currentLine.len == 0 and (SPACE & currentWord).width(font) > maxWidth: | |
185 var subWord = @[currentWord[0]] | |
186 for c in currentWord[1 .. ^1]: | |
187 if (subWord & c).width(font) > maxWidth: | |
188 break | |
189 subWord.add c | |
190 result.add subWord & NEWLINE | |
191 remaining.add currentWord[subWord.len .. ^1] # process rest of the word in next iteration | |
192 else: | |
193 if (currentLine & SPACE & currentWord).width(font) <= maxWidth: | |
194 if currentLine.len == 0: | |
195 currentLine = currentWord | |
196 else: | |
197 currentLine = currentLine & SPACE & currentWord | |
198 else: | |
199 result.add currentLine & NEWLINE | |
200 remaining.add currentWord | |
201 currentLine = @[] | |
202 if currentLine.len > 0 and currentLine != @[SPACE]: | |
203 result.add currentLine | |
204 | |
205 return result | |
206 | |
207 | |
208 func text*(text: Text): seq[Rune] = | |
209 text.text | |
210 | |
211 proc `text=`*(text: var Text, newText: seq[Rune]) = | |
212 text.text = newText[0 ..< min(newText.len, text.maxLen)] | |
213 | |
214 text.processedText = text.text | |
215 if text.maxWidth > 0: | |
216 text.processedText = text.processedText.wordWrapped(text.font, text.maxWidth / text.mesh.transform.Scaling.x) | |
217 | |
218 proc `text=`*(text: var Text, newText: string) = | |
219 `text=`(text, newText.toRunes) | |
220 | |
221 proc Color*(text: Text): Vec4f = | |
222 text.mesh.material["color", 0, Vec4f] | |
223 proc `Color=`*(text: var Text, value: Vec4f) = | |
224 if value != text.mesh.material["color", 0, Vec4f]: | |
225 text.mesh.material["color", 0] = value | |
226 | |
227 proc HorizontalAlignment*(text: Text): HorizontalAlignment = | |
228 text.horizontalAlignment | |
229 proc `horizontalAlignment=`*(text: var Text, value: HorizontalAlignment) = | |
230 if value != text.horizontalAlignment: | |
231 text.horizontalAlignment = value | |
232 text.dirty = true | |
233 | |
234 proc VerticalAlignment*(text: Text): VerticalAlignment = | |
235 text.verticalAlignment | |
236 proc `verticalAlignment=`*(text: var Text, value: VerticalAlignment) = | |
237 if value != text.verticalAlignment: | |
238 text.verticalAlignment = value | |
239 text.dirty = true | |
240 | |
241 proc InitText*(font: Font, text = "".toRunes, maxLen: int = text.len, color = NewVec4f(0.07, 0.07, 0.07, 1), verticalAlignment: VerticalAlignment = Center, horizontalAlignment: HorizontalAlignment = Center, maxWidth = 0'f32, transform = Unit4): Text = | |
242 var | |
243 positions = newSeq[Vec3f](int(maxLen * 4)) | |
244 indices: seq[array[3, uint16]] | |
245 uvs = newSeq[Vec2f](int(maxLen * 4)) | |
246 for i in 0 ..< maxLen: | |
247 let offset = i * 4 | |
248 indices.add [ | |
249 [uint16(offset + 0), uint16(offset + 1), uint16(offset + 2)], | |
250 [uint16(offset + 2), uint16(offset + 3), uint16(offset + 0)], | |
251 ] | |
252 | |
253 result = Text(maxLen: maxLen, font: font, dirty: true, horizontalAlignment: horizontalAlignment, verticalAlignment: verticalAlignment, maxWidth: maxWidth) | |
254 result.mesh = NewMesh(positions = positions, indices = indices, uvs = uvs, name = &"text-{instanceCounter}") | |
255 result.mesh[].RenameAttribute("position", POSITION_ATTRIB) | |
256 result.mesh[].RenameAttribute("uv", UV_ATTRIB) | |
257 result.mesh.material = TEXT_MATERIAL_TYPE.InitMaterialData( | |
258 name = font.name & " text", | |
259 attributes = {"fontAtlas": InitDataList(@[font.fontAtlas]), "color": InitDataList(@[color])}, | |
260 ) | |
261 result.mesh.transform = transform | |
262 `text=`(result, text) | |
263 inc instanceCounter | |
264 | |
265 result.Refresh() |