Mercurial > games > semicongine
view semiconginev2/text/textbox.nim @ 1240:42eeb59f3a43
add: more tests, line and point rendering
author | sam <sam@basx.dev> |
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date | Mon, 22 Jul 2024 12:42:35 +0700 |
parents | 69489a678141 |
children |
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type Textbox* = object font*: Font maxLen*: int # maximum amount of characters that will be rendered maxWidth: float32 = 0 # if set, will cause automatic word breaks at maxWidth # properties: text: seq[Rune] horizontalAlignment: HorizontalAlignment = Center verticalAlignment: VerticalAlignment = Center # management/internal: dirtyGeometry: bool # is true if any of the attributes changed dirtyShaderdata: bool # is true if any of the attributes changed processedText: seq[Rune] # used to store processed (word-wrapper) text to preserve original 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 `$`*(textbox: Textbox): string = "\"" & $textbox.text[0 ..< min(textbox.text.len, 16)] & "\"" proc RefreshShaderdata(textbox: Textbox) = textbox.shaderdata.data.textbox.UpdateGPUBuffer(flush = true) proc RefreshGeometry(textbox: var Textbox) = # pre-calculate text-width var width = 0'f32 var lineWidths: seq[float32] for i in 0 ..< textbox.processedText.len: if textbox.processedText[i] == NEWLINE: lineWidths.add width width = 0'f32 else: 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) * textbox.font.lineAdvance + textbox.font.capHeight if lineWidths[^1] == 0 and lineWidths.len > 1: height -= 1 let anchorY = (case textbox.verticalAlignment of Top: 0'f32 of Center: -height / 2 of Bottom: -height ) + textbox.font.capHeight var offsetX = 0'f32 offsetY = 0'f32 lineIndex = 0 anchorX = case textbox.horizontalAlignment of Left: 0'f32 of Center: lineWidths[lineIndex] / 2 of Right: lineWidths[lineIndex] for i in 0 ..< textbox.maxLen: let vertexOffset = i * 4 if i < textbox.processedText.len: if textbox.processedText[i] == Rune('\n'): offsetX = 0 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 textbox.horizontalAlignment of Left: 0'f32 of Center: lineWidths[lineIndex] / 2 of Right: lineWidths[lineIndex] else: let 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 textbox.position.data[vertexOffset + 0] = NewVec3f(left - anchorX, bottom - anchorY) textbox.position.data[vertexOffset + 1] = NewVec3f(left - anchorX, top - anchorY) textbox.position.data[vertexOffset + 2] = NewVec3f(right - anchorX, top - anchorY) textbox.position.data[vertexOffset + 3] = NewVec3f(right - anchorX, bottom - anchorY) 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 < textbox.processedText.len - 1: offsetX += textbox.font.kerning[(textbox.processedText[i], textbox.processedText[i + 1])] else: textbox.position.data[vertexOffset + 0] = NewVec3f() textbox.position.data[vertexOffset + 1] = NewVec3f() textbox.position.data[vertexOffset + 2] = NewVec3f() textbox.position.data[vertexOffset + 3] = NewVec3f() UpdateGPUBuffer(textbox.position) UpdateGPUBuffer(textbox.uv) textbox.lastRenderedText = textbox.processedText func text*(textbox: Textbox): seq[Rune] = textbox.text proc `text=`*(textbox: var Textbox, newText: seq[Rune]) = if newText[0 ..< min(newText.len, textbox.maxLen)] == textbox.text: return textbox.text = newText[0 ..< min(newText.len, textbox.maxLen)] 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=`*(textbox: var Textbox, newText: string) = `text=`(textbox, newText.toRunes) proc Color*(textbox: Textbox): Vec4f = textbox.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 Scale*(textbox: Textbox): float32 = textbox.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 Position*(textbox: Textbox): Vec3f = textbox.shaderdata.data.textbox.data.position 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*(textbox: Textbox): HorizontalAlignment = textbox.horizontalAlignment proc `horizontalAlignment=`*(textbox: var Textbox, value: HorizontalAlignment) = if value != textbox.horizontalAlignment: textbox.horizontalAlignment = value textbox.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) = if textbox.shaderdata.data.textbox.data.aspectratio != GetAspectRatio(): textbox.dirtyShaderdata = true textbox.shaderdata.data.textbox.data.aspectratio = GetAspectRatio() 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) = WithBind(commandbuffer, (textbox.shaderdata, ), pipeline): Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = textbox) proc InitTextbox*[T: string | seq[Rune]]( renderdata: var RenderData, descriptorSetLayout: VkDescriptorSetLayout, font: Font, text: T = default(T), scale: float32 = 1, position: Vec3f = NewVec3f(), color: Vec4f = NewVec4f(0, 0, 0, 1), maxLen: int = text.len, verticalAlignment: VerticalAlignment = Center, horizontalAlignment: HorizontalAlignment = Center, maxWidth = 0'f32 ): Textbox = result = Textbox( maxLen: maxLen, font: font, dirtyGeometry: true, dirtyShaderdata: true, horizontalAlignment: horizontalAlignment, verticalAlignment: verticalAlignment, maxWidth: maxWidth, position: asGPUArray(newSeq[Vec3f](int(maxLen * 4)), VertexBuffer), uv: asGPUArray(newSeq[Vec2f](int(maxLen * 4)), VertexBuffer), indices: asGPUArray(newSeq[uint16](int(maxLen * 6)), IndexBuffer), shaderdata: asDescriptorSet( TextboxDescriptorSet( textbox: asGPUValue(TextboxData( scale: scale, position: position, color: color, aspectratio: 1, ), UniformBufferMapped), fontAtlas: font.fontAtlas ) ) ) for i in 0 ..< maxLen: let vertexIndex = i.uint16 * 4'u16 result.indices.data[i * 6 + 0] = vertexIndex + 0 result.indices.data[i * 6 + 1] = vertexIndex + 1 result.indices.data[i * 6 + 2] = vertexIndex + 2 result.indices.data[i * 6 + 3] = vertexIndex + 2 result.indices.data[i * 6 + 4] = vertexIndex + 3 result.indices.data[i * 6 + 5] = vertexIndex + 0 when T is string: `text=`(result, text.toRunes()) else: `text=`(result, text) AssignBuffers(renderdata, result, uploadData = false) UploadImages(renderdata, result.shaderdata) InitDescriptorSet(renderdata, descriptorSetLayout, result.shaderdata) result.Refresh() UpdateAllGPUBuffers(result, flush = true, allFrames = true) UpdateAllGPUBuffers(result.shaderdata.data, flush = true)