Mercurial > games > semicongine
diff semiconginev2/text/textbox.nim @ 1236:176383220123
add: first font-rendering test
author | sam <sam@basx.dev> |
---|---|
date | Sat, 20 Jul 2024 17:45:44 +0700 |
parents | 841e12f33c47 |
children | 03634915bbdb |
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--- a/semiconginev2/text/textbox.nim Sat Jul 20 15:45:02 2024 +0700 +++ b/semiconginev2/text/textbox.nim Sat Jul 20 17:45:44 2024 +0700 @@ -14,165 +14,177 @@ lastRenderedText: seq[Rune] # stores the last rendered text, to prevent unnecessary updates # rendering data - position: GPUArray[Vec3f, VertexBuffer] - uv: GPUArray[Vec2f, VertexBuffer] - indices: GPUArray[uint16, IndexBuffer] - shaderdata: DescriptorSet[TextboxDescriptorSet] - -func `$`*(text: Textbox): string = - "\"" & $text.text[0 ..< min(text.text.len, 16)] & "\"" + position*: GPUArray[Vec3f, VertexBuffer] + uv*: GPUArray[Vec2f, VertexBuffer] + indices*: GPUArray[uint16, IndexBuffer] + shaderdata*: DescriptorSet[TextboxDescriptorSet] -proc RefreshShaderdata(text: Textbox) = - if not text.dirtyShaderdata: - return - text.shaderdata.data.textbox.UpdateGPUBuffer() +func `$`*(textbox: Textbox): string = + "\"" & $textbox.text[0 ..< min(textbox.text.len, 16)] & "\"" -proc RefreshGeometry(text: var Textbox) = - if not text.dirtyGeometry and text.processedText == text.lastRenderedText: - return +proc RefreshShaderdata(textbox: Textbox) = + textbox.shaderdata.data.textbox.UpdateGPUBuffer() +proc RefreshGeometry(textbox: var Textbox) = # pre-calculate text-width var width = 0'f32 var lineWidths: seq[float32] - for i in 0 ..< text.processedText.len: - if text.processedText[i] == NEWLINE: + for i in 0 ..< textbox.processedText.len: + if textbox.processedText[i] == NEWLINE: lineWidths.add width width = 0'f32 else: - if not (i == text.processedText.len - 1 and text.processedText[i].isWhiteSpace): - width += text.font.glyphs[text.processedText[i]].advance - if i < text.processedText.len - 1: - width += text.font.kerning[(text.processedText[i], text.processedText[i + 1])] + if not (i == textbox.processedText.len - 1 and textbox.processedText[i].isWhiteSpace): + width += textbox.font.glyphs[textbox.processedText[i]].advance + if i < textbox.processedText.len - 1: + width += textbox.font.kerning[(textbox.processedText[i], textbox.processedText[i + 1])] lineWidths.add width - var height = float32(lineWidths.len - 1) * text.font.lineAdvance + text.font.capHeight + var height = float32(lineWidths.len - 1) * textbox.font.lineAdvance + textbox.font.capHeight if lineWidths[^1] == 0 and lineWidths.len > 1: height -= 1 - let anchorY = (case text.verticalAlignment + let anchorY = (case textbox.verticalAlignment of Top: 0'f32 of Center: height / 2 - of Bottom: height) - text.font.capHeight + of Bottom: height) - textbox.font.capHeight var offsetX = 0'f32 offsetY = 0'f32 lineIndex = 0 - anchorX = case text.horizontalAlignment + anchorX = case textbox.horizontalAlignment of Left: 0'f32 of Center: lineWidths[lineIndex] / 2 of Right: lineWidths[lineIndex] - for i in 0 ..< text.maxLen: + for i in 0 ..< textbox.maxLen: let vertexOffset = i * 4 - if i < text.processedText.len: - if text.processedText[i] == Rune('\n'): + if i < textbox.processedText.len: + if textbox.processedText[i] == Rune('\n'): offsetX = 0 - offsetY += text.font.lineAdvance - text.position.data[vertexOffset + 0] = NewVec3f() - text.position.data[vertexOffset + 1] = NewVec3f() - text.position.data[vertexOffset + 2] = NewVec3f() - text.position.data[vertexOffset + 3] = NewVec3f() + offsetY += textbox.font.lineAdvance + textbox.position.data[vertexOffset + 0] = NewVec3f() + textbox.position.data[vertexOffset + 1] = NewVec3f() + textbox.position.data[vertexOffset + 2] = NewVec3f() + textbox.position.data[vertexOffset + 3] = NewVec3f() inc lineIndex - anchorX = case text.horizontalAlignment + anchorX = case textbox.horizontalAlignment of Left: 0'f32 of Center: lineWidths[lineIndex] / 2 of Right: lineWidths[lineIndex] else: let - glyph = text.font.glyphs[text.processedText[i]] + glyph = textbox.font.glyphs[textbox.processedText[i]] left = offsetX + glyph.leftOffset right = offsetX + glyph.leftOffset + glyph.dimension.x top = offsetY + glyph.topOffset bottom = offsetY + glyph.topOffset + glyph.dimension.y - text.position.data[vertexOffset + 0] = NewVec3f(left - anchorX, bottom - anchorY) - text.position.data[vertexOffset + 1] = NewVec3f(left - anchorX, top - anchorY) - text.position.data[vertexOffset + 2] = NewVec3f(right - anchorX, top - anchorY) - text.position.data[vertexOffset + 3] = NewVec3f(right - anchorX, bottom - anchorY) + textbox.position.data[vertexOffset + 1] = NewVec3f(left - anchorX, bottom - anchorY) + textbox.position.data[vertexOffset + 0] = NewVec3f(left - anchorX, top - anchorY) + textbox.position.data[vertexOffset + 3] = NewVec3f(right - anchorX, top - anchorY) + textbox.position.data[vertexOffset + 2] = NewVec3f(right - anchorX, bottom - anchorY) - text.uv.data[vertexOffset + 0] = glyph.uvs[0] - text.uv.data[vertexOffset + 1] = glyph.uvs[1] - text.uv.data[vertexOffset + 2] = glyph.uvs[2] - text.uv.data[vertexOffset + 3] = glyph.uvs[3] + textbox.uv.data[vertexOffset + 0] = glyph.uvs[0] + textbox.uv.data[vertexOffset + 1] = glyph.uvs[1] + textbox.uv.data[vertexOffset + 2] = glyph.uvs[2] + textbox.uv.data[vertexOffset + 3] = glyph.uvs[3] offsetX += glyph.advance - if i < text.processedText.len - 1: - offsetX += text.font.kerning[(text.processedText[i], text.processedText[i + 1])] + if i < textbox.processedText.len - 1: + offsetX += textbox.font.kerning[(textbox.processedText[i], textbox.processedText[i + 1])] else: - text.position.data[vertexOffset + 0] = NewVec3f() - text.position.data[vertexOffset + 1] = NewVec3f() - text.position.data[vertexOffset + 2] = NewVec3f() - text.position.data[vertexOffset + 3] = NewVec3f() - text.lastRenderedText = text.processedText - text.dirtyGeometry = false + textbox.position.data[vertexOffset + 0] = NewVec3f() + textbox.position.data[vertexOffset + 1] = NewVec3f() + textbox.position.data[vertexOffset + 2] = NewVec3f() + textbox.position.data[vertexOffset + 3] = NewVec3f() + textbox.lastRenderedText = textbox.processedText + +func text*(textbox: Textbox): seq[Rune] = + textbox.text -proc Refresh*(textbox: var Textbox) = - textbox.RefreshShaderdata() - textbox.RefreshGeometry() +proc `text=`*(textbox: var Textbox, newText: seq[Rune]) = + if newText[0 ..< min(newText.len, textbox.maxLen)] == textbox.text: + return -func text*(text: Textbox): seq[Rune] = - text.text + textbox.text = newText[0 ..< min(newText.len, textbox.maxLen)] -proc `text=`*(text: var Textbox, newText: seq[Rune]) = - text.text = newText[0 ..< min(newText.len, text.maxLen)] - - text.processedText = text.text - if text.maxWidth > 0: - text.processedText = WordWrapped( - text.processedText, - text.font[], - text.maxWidth / text.shaderdata.data.textbox.data.scale, + textbox.processedText = textbox.text + if textbox.maxWidth > 0: + textbox.processedText = WordWrapped( + textbox.processedText, + textbox.font[], + textbox.maxWidth / textbox.shaderdata.data.textbox.data.scale, ) -proc `text=`*(text: var Textbox, newText: string) = - `text=`(text, newText.toRunes) +proc `text=`*(textbox: var Textbox, newText: string) = + `text=`(textbox, newText.toRunes) + +proc Color*(textbox: Textbox): Vec4f = + textbox.shaderdata.data.textbox.data.color -proc Color*(text: Textbox): Vec4f = - text.shaderdata.data.textbox.data.color +proc `Color=`*(textbox: var Textbox, value: Vec4f) = + if textbox.shaderdata.data.textbox.data.color != value: + textbox.dirtyShaderdata = true + textbox.shaderdata.data.textbox.data.color = value -proc `Color=`*(text: var Textbox, value: Vec4f) = - if text.shaderdata.data.textbox.data.color != value: - text.dirtyShaderdata = true - text.shaderdata.data.textbox.data.color = value +proc Scale*(textbox: Textbox): float32 = + textbox.shaderdata.data.textbox.data.scale -proc Scale*(text: Textbox): float32 = - text.shaderdata.data.textbox.data.scale +proc `Scale=`*(textbox: var Textbox, value: float32) = + if textbox.shaderdata.data.textbox.data.scale != value: + textbox.dirtyShaderdata = true + textbox.shaderdata.data.textbox.data.scale = value + +proc AspectRatio*(textbox: Textbox): float32 = + textbox.shaderdata.data.textbox.data.aspectratio -proc `Scale=`*(text: var Textbox, value: float32) = - if text.shaderdata.data.textbox.data.scale != value: - text.dirtyShaderdata = true - text.shaderdata.data.textbox.data.scale = value +proc `AspectRatio=`*(textbox: var Textbox, value: float32) = + if textbox.shaderdata.data.textbox.data.aspectratio != value: + textbox.dirtyShaderdata = true + textbox.shaderdata.data.textbox.data.aspectratio = value -proc Position*(text: Textbox): Vec3f = - text.shaderdata.data.textbox.data.position +proc Position*(textbox: Textbox): Vec3f = + textbox.shaderdata.data.textbox.data.position -proc `Position=`*(text: var Textbox, value: Vec3f) = - if text.shaderdata.data.textbox.data.position != value: - text.dirtyShaderdata = true - text.shaderdata.data.textbox.data.position = value +proc `Position=`*(textbox: var Textbox, value: Vec3f) = + if textbox.shaderdata.data.textbox.data.position != value: + textbox.dirtyShaderdata = true + textbox.shaderdata.data.textbox.data.position = value -proc horizontalAlignment*(text: Textbox): HorizontalAlignment = - text.horizontalAlignment -proc `horizontalAlignment=`*(text: var Textbox, value: HorizontalAlignment) = - if value != text.horizontalAlignment: - text.horizontalAlignment = value - text.dirtyGeometry = true +proc horizontalAlignment*(textbox: Textbox): HorizontalAlignment = + textbox.horizontalAlignment +proc `horizontalAlignment=`*(textbox: var Textbox, value: HorizontalAlignment) = + if value != textbox.horizontalAlignment: + textbox.horizontalAlignment = value + textbox.dirtyGeometry = true -proc verticalAlignment*(text: Textbox): VerticalAlignment = - text.verticalAlignment -proc `verticalAlignment=`*(text: var Textbox, value: VerticalAlignment) = - if value != text.verticalAlignment: - text.verticalAlignment = value - text.dirtyGeometry = true +proc verticalAlignment*(textbox: Textbox): VerticalAlignment = + textbox.verticalAlignment +proc `verticalAlignment=`*(textbox: var Textbox, value: VerticalAlignment) = + if value != textbox.verticalAlignment: + textbox.verticalAlignment = value + textbox.dirtyGeometry = true + +proc Refresh*(textbox: var Textbox, aspectratio: float32) = + `AspectRatio=`(textbox, aspectratio) -proc Draw(text: Textbox, commandbuffer: VkCommandBuffer, pipeline: Pipeline, currentFiF: int) = + if textbox.dirtyShaderdata: + textbox.RefreshShaderdata() + textbox.dirtyShaderdata = false + + if textbox.dirtyGeometry or textbox.processedText != textbox.lastRenderedText: + textbox.RefreshGeometry() + textbox.dirtyGeometry = false + +proc Render*(textbox: Textbox, commandbuffer: VkCommandBuffer, pipeline: Pipeline, currentFiF: int) = WithBind(commandbuffer, (textbox.shaderdata, ), pipeline, currentFiF): - Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = text) + Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = textbox) -proc InitTextbox*( +proc InitTextbox*[T: string | seq[Rune]]( renderdata: var RenderData, descriptorSetLayout: VkDescriptorSetLayout, font: Font, - text = "".toRunes, + text: T = default(T), scale: float32 = 1, position: Vec3f = NewVec3f(), color: Vec4f = NewVec4f(0, 0, 0, 1), @@ -186,6 +198,7 @@ maxLen: maxLen, font: font, dirtyGeometry: true, + dirtyShaderdata: true, horizontalAlignment: horizontalAlignment, verticalAlignment: verticalAlignment, maxWidth: maxWidth, @@ -198,6 +211,7 @@ scale: scale, position: position, color: color, + aspectratio: 1, ), UniformBufferMapped), fontAtlas: font.fontAtlas ) @@ -213,10 +227,15 @@ result.indices.data[i * 6 + 4] = vertexIndex + 3 result.indices.data[i * 6 + 5] = vertexIndex + 0 - `text=`(result, text) + when T is string: + `text=`(result, text.toRunes()) + else: + `text=`(result, text) - AssignBuffers(renderdata, result) + AssignBuffers(renderdata, result, uploadData = false) UploadImages(renderdata, result.shaderdata) InitDescriptorSet(renderdata, descriptorSetLayout, result.shaderdata) - result.Refresh() + result.Refresh(1) + UpdateAllGPUBuffers(result, flush = true) + UpdateAllGPUBuffers(result.shaderdata.data, flush = true)