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()