Mercurial > games > semicongine
comparison semiconginev2/text/textbox.nim @ 1234:841e12f33c47
add: text & font rendering, not tested yet
author | sam <sam@basx.dev> |
---|---|
date | Sat, 20 Jul 2024 00:03:57 +0700 |
parents | |
children | 176383220123 |
comparison
equal
deleted
inserted
replaced
1233:1cf698973dca | 1234:841e12f33c47 |
---|---|
1 type | |
2 Textbox* = object | |
3 font*: Font | |
4 maxLen*: int # maximum amount of characters that will be rendered | |
5 maxWidth: float32 = 0 # if set, will cause automatic word breaks at maxWidth | |
6 # properties: | |
7 text: seq[Rune] | |
8 horizontalAlignment: HorizontalAlignment = Center | |
9 verticalAlignment: VerticalAlignment = Center | |
10 # management/internal: | |
11 dirtyGeometry: bool # is true if any of the attributes changed | |
12 dirtyShaderdata: bool # is true if any of the attributes changed | |
13 processedText: seq[Rune] # used to store processed (word-wrapper) text to preserve original | |
14 lastRenderedText: seq[Rune] # stores the last rendered text, to prevent unnecessary updates | |
15 | |
16 # rendering data | |
17 position: GPUArray[Vec3f, VertexBuffer] | |
18 uv: GPUArray[Vec2f, VertexBuffer] | |
19 indices: GPUArray[uint16, IndexBuffer] | |
20 shaderdata: DescriptorSet[TextboxDescriptorSet] | |
21 | |
22 func `$`*(text: Textbox): string = | |
23 "\"" & $text.text[0 ..< min(text.text.len, 16)] & "\"" | |
24 | |
25 proc RefreshShaderdata(text: Textbox) = | |
26 if not text.dirtyShaderdata: | |
27 return | |
28 text.shaderdata.data.textbox.UpdateGPUBuffer() | |
29 | |
30 proc RefreshGeometry(text: var Textbox) = | |
31 if not text.dirtyGeometry and text.processedText == text.lastRenderedText: | |
32 return | |
33 | |
34 # pre-calculate text-width | |
35 var width = 0'f32 | |
36 var lineWidths: seq[float32] | |
37 for i in 0 ..< text.processedText.len: | |
38 if text.processedText[i] == NEWLINE: | |
39 lineWidths.add width | |
40 width = 0'f32 | |
41 else: | |
42 if not (i == text.processedText.len - 1 and text.processedText[i].isWhiteSpace): | |
43 width += text.font.glyphs[text.processedText[i]].advance | |
44 if i < text.processedText.len - 1: | |
45 width += text.font.kerning[(text.processedText[i], text.processedText[i + 1])] | |
46 lineWidths.add width | |
47 var height = float32(lineWidths.len - 1) * text.font.lineAdvance + text.font.capHeight | |
48 if lineWidths[^1] == 0 and lineWidths.len > 1: | |
49 height -= 1 | |
50 | |
51 let anchorY = (case text.verticalAlignment | |
52 of Top: 0'f32 | |
53 of Center: height / 2 | |
54 of Bottom: height) - text.font.capHeight | |
55 | |
56 var | |
57 offsetX = 0'f32 | |
58 offsetY = 0'f32 | |
59 lineIndex = 0 | |
60 anchorX = case text.horizontalAlignment | |
61 of Left: 0'f32 | |
62 of Center: lineWidths[lineIndex] / 2 | |
63 of Right: lineWidths[lineIndex] | |
64 for i in 0 ..< text.maxLen: | |
65 let vertexOffset = i * 4 | |
66 if i < text.processedText.len: | |
67 if text.processedText[i] == Rune('\n'): | |
68 offsetX = 0 | |
69 offsetY += text.font.lineAdvance | |
70 text.position.data[vertexOffset + 0] = NewVec3f() | |
71 text.position.data[vertexOffset + 1] = NewVec3f() | |
72 text.position.data[vertexOffset + 2] = NewVec3f() | |
73 text.position.data[vertexOffset + 3] = NewVec3f() | |
74 inc lineIndex | |
75 anchorX = case text.horizontalAlignment | |
76 of Left: 0'f32 | |
77 of Center: lineWidths[lineIndex] / 2 | |
78 of Right: lineWidths[lineIndex] | |
79 else: | |
80 let | |
81 glyph = text.font.glyphs[text.processedText[i]] | |
82 left = offsetX + glyph.leftOffset | |
83 right = offsetX + glyph.leftOffset + glyph.dimension.x | |
84 top = offsetY + glyph.topOffset | |
85 bottom = offsetY + glyph.topOffset + glyph.dimension.y | |
86 | |
87 text.position.data[vertexOffset + 0] = NewVec3f(left - anchorX, bottom - anchorY) | |
88 text.position.data[vertexOffset + 1] = NewVec3f(left - anchorX, top - anchorY) | |
89 text.position.data[vertexOffset + 2] = NewVec3f(right - anchorX, top - anchorY) | |
90 text.position.data[vertexOffset + 3] = NewVec3f(right - anchorX, bottom - anchorY) | |
91 | |
92 text.uv.data[vertexOffset + 0] = glyph.uvs[0] | |
93 text.uv.data[vertexOffset + 1] = glyph.uvs[1] | |
94 text.uv.data[vertexOffset + 2] = glyph.uvs[2] | |
95 text.uv.data[vertexOffset + 3] = glyph.uvs[3] | |
96 | |
97 offsetX += glyph.advance | |
98 if i < text.processedText.len - 1: | |
99 offsetX += text.font.kerning[(text.processedText[i], text.processedText[i + 1])] | |
100 else: | |
101 text.position.data[vertexOffset + 0] = NewVec3f() | |
102 text.position.data[vertexOffset + 1] = NewVec3f() | |
103 text.position.data[vertexOffset + 2] = NewVec3f() | |
104 text.position.data[vertexOffset + 3] = NewVec3f() | |
105 text.lastRenderedText = text.processedText | |
106 text.dirtyGeometry = false | |
107 | |
108 proc Refresh*(textbox: var Textbox) = | |
109 textbox.RefreshShaderdata() | |
110 textbox.RefreshGeometry() | |
111 | |
112 func text*(text: Textbox): seq[Rune] = | |
113 text.text | |
114 | |
115 proc `text=`*(text: var Textbox, newText: seq[Rune]) = | |
116 text.text = newText[0 ..< min(newText.len, text.maxLen)] | |
117 | |
118 text.processedText = text.text | |
119 if text.maxWidth > 0: | |
120 text.processedText = WordWrapped( | |
121 text.processedText, | |
122 text.font[], | |
123 text.maxWidth / text.shaderdata.data.textbox.data.scale, | |
124 ) | |
125 | |
126 proc `text=`*(text: var Textbox, newText: string) = | |
127 `text=`(text, newText.toRunes) | |
128 | |
129 proc Color*(text: Textbox): Vec4f = | |
130 text.shaderdata.data.textbox.data.color | |
131 | |
132 proc `Color=`*(text: var Textbox, value: Vec4f) = | |
133 if text.shaderdata.data.textbox.data.color != value: | |
134 text.dirtyShaderdata = true | |
135 text.shaderdata.data.textbox.data.color = value | |
136 | |
137 proc Scale*(text: Textbox): float32 = | |
138 text.shaderdata.data.textbox.data.scale | |
139 | |
140 proc `Scale=`*(text: var Textbox, value: float32) = | |
141 if text.shaderdata.data.textbox.data.scale != value: | |
142 text.dirtyShaderdata = true | |
143 text.shaderdata.data.textbox.data.scale = value | |
144 | |
145 proc Position*(text: Textbox): Vec3f = | |
146 text.shaderdata.data.textbox.data.position | |
147 | |
148 proc `Position=`*(text: var Textbox, value: Vec3f) = | |
149 if text.shaderdata.data.textbox.data.position != value: | |
150 text.dirtyShaderdata = true | |
151 text.shaderdata.data.textbox.data.position = value | |
152 | |
153 proc horizontalAlignment*(text: Textbox): HorizontalAlignment = | |
154 text.horizontalAlignment | |
155 proc `horizontalAlignment=`*(text: var Textbox, value: HorizontalAlignment) = | |
156 if value != text.horizontalAlignment: | |
157 text.horizontalAlignment = value | |
158 text.dirtyGeometry = true | |
159 | |
160 proc verticalAlignment*(text: Textbox): VerticalAlignment = | |
161 text.verticalAlignment | |
162 proc `verticalAlignment=`*(text: var Textbox, value: VerticalAlignment) = | |
163 if value != text.verticalAlignment: | |
164 text.verticalAlignment = value | |
165 text.dirtyGeometry = true | |
166 | |
167 proc Draw(text: Textbox, commandbuffer: VkCommandBuffer, pipeline: Pipeline, currentFiF: int) = | |
168 WithBind(commandbuffer, (textbox.shaderdata, ), pipeline, currentFiF): | |
169 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = text) | |
170 | |
171 proc InitTextbox*( | |
172 renderdata: var RenderData, | |
173 descriptorSetLayout: VkDescriptorSetLayout, | |
174 font: Font, | |
175 text = "".toRunes, | |
176 scale: float32 = 1, | |
177 position: Vec3f = NewVec3f(), | |
178 color: Vec4f = NewVec4f(0, 0, 0, 1), | |
179 maxLen: int = text.len, | |
180 verticalAlignment: VerticalAlignment = Center, | |
181 horizontalAlignment: HorizontalAlignment = Center, | |
182 maxWidth = 0'f32 | |
183 ): Textbox = | |
184 | |
185 result = Textbox( | |
186 maxLen: maxLen, | |
187 font: font, | |
188 dirtyGeometry: true, | |
189 horizontalAlignment: horizontalAlignment, | |
190 verticalAlignment: verticalAlignment, | |
191 maxWidth: maxWidth, | |
192 position: asGPUArray(newSeq[Vec3f](int(maxLen * 4)), VertexBuffer), | |
193 uv: asGPUArray(newSeq[Vec2f](int(maxLen * 4)), VertexBuffer), | |
194 indices: asGPUArray(newSeq[uint16](int(maxLen * 6)), IndexBuffer), | |
195 shaderdata: asDescriptorSet( | |
196 TextboxDescriptorSet( | |
197 textbox: asGPUValue(TextboxData( | |
198 scale: scale, | |
199 position: position, | |
200 color: color, | |
201 ), UniformBufferMapped), | |
202 fontAtlas: font.fontAtlas | |
203 ) | |
204 ) | |
205 ) | |
206 | |
207 for i in 0 ..< maxLen: | |
208 let vertexIndex = i.uint16 * 4'u16 | |
209 result.indices.data[i * 6 + 0] = vertexIndex + 0 | |
210 result.indices.data[i * 6 + 1] = vertexIndex + 1 | |
211 result.indices.data[i * 6 + 2] = vertexIndex + 2 | |
212 result.indices.data[i * 6 + 3] = vertexIndex + 2 | |
213 result.indices.data[i * 6 + 4] = vertexIndex + 3 | |
214 result.indices.data[i * 6 + 5] = vertexIndex + 0 | |
215 | |
216 `text=`(result, text) | |
217 | |
218 AssignBuffers(renderdata, result) | |
219 UploadImages(renderdata, result.shaderdata) | |
220 InitDescriptorSet(renderdata, descriptorSetLayout, result.shaderdata) | |
221 | |
222 result.Refresh() |