Mercurial > games > semicongine
view semicongine/text/font.nim @ 1401:4ecb004ee7f8
did: add horizontal advancment for glyph rendering
author | sam <sam@basx.dev> |
---|---|
date | Mon, 16 Dec 2024 23:58:35 +0700 |
parents | 20602878744e |
children | caf441eebc23 |
line wrap: on
line source
{.emit: "#define STBTT_STATIC".} {.emit: "#define STB_TRUETYPE_IMPLEMENTATION".} {. emit: "#include \"" & currentSourcePath.parentDir().parentDir() & "/thirdparty/stb/stb_truetype.h\"" .} const ASCII_CHARSET = PrintableChars.toSeq.toRunes type stbtt_fontinfo {.importc, incompleteStruct.} = object proc stbtt_InitFont( info: ptr stbtt_fontinfo, data: ptr char, offset: cint ): cint {.importc, nodecl.} proc stbtt_ScaleForPixelHeight( info: ptr stbtt_fontinfo, pixels: cfloat ): cfloat {.importc, nodecl.} proc stbtt_GetCodepointBitmap( info: ptr stbtt_fontinfo, scale_x: cfloat, scale_y: cfloat, codepoint: cint, width, height, xoff, yoff: ptr cint, ): cstring {.importc, nodecl.} # proc stbtt_GetCodepointBitmapBox(info: ptr stbtt_fontinfo, codepoint: cint, scale_x, scale_y: cfloat, ix0, iy0, ix1, iy1: ptr cint) {.importc, nodecl.} proc stbtt_GetCodepointHMetrics( info: ptr stbtt_fontinfo, codepoint: cint, advance, leftBearing: ptr cint ) {.importc, nodecl.} proc stbtt_GetCodepointKernAdvance( info: ptr stbtt_fontinfo, ch1, ch2: cint ): cint {.importc, nodecl.} proc stbtt_FindGlyphIndex( info: ptr stbtt_fontinfo, codepoint: cint ): cint {.importc, nodecl.} proc stbtt_GetFontVMetrics( info: ptr stbtt_fontinfo, ascent, descent, lineGap: ptr cint ) {.importc, nodecl.} proc readTrueType[N: static int]( stream: Stream, name: string, codePoints: seq[Rune], lineHeightPixels: float32 ): Font[N] = assert codePoints.len <= N, "asked for " & $codePoints.len & " glyphs but shader is only configured for " & $N result = Font[N]() var indata = stream.readAll() fi: stbtt_fontinfo if stbtt_InitFont(addr fi, indata.ToCPointer, 0) == 0: raise newException(Exception, "An error occured while loading font file") let glyph2bitmapScale = float32(stbtt_ScaleForPixelHeight(addr fi, cfloat(lineHeightPixels))) glyph2QuadScale = glyph2bitmapScale / lineHeightPixels # ensure all codepoints are available in the font for codePoint in codePoints: if stbtt_FindGlyphIndex(addr fi, cint(codePoint)) == 0: warn &"Loading font {name}: Codepoint '{codePoint}' ({cint(codePoint)}) has no glyph" var offsetY: Table[Rune, cint] offsetX: Table[Rune, cint] bitmaps: seq[Image[Gray]] # render all glyphs to bitmaps and store quad geometry info for codePoint in codePoints: offsetX[codePoint] = 0 offsetY[codePoint] = 0 var width, height: cint let data = stbtt_GetCodepointBitmap( addr fi, glyph2bitmapScale, glyph2bitmapScale, cint(codePoint), addr width, addr height, addr (offsetX[codePoint]), addr (offsetY[codePoint]), ) if width > 0 and height > 0: var bitmap = newSeq[Gray](width * height) for i in 0 ..< width * height: bitmap[i] = vec1u8(data[i].uint8) bitmaps.add Image[Gray](width: width.uint32, height: height.uint32, data: bitmap) else: bitmaps.add Image[Gray](width: 1, height: 1, data: @[vec1u8(0)]) nativeFree(data) # generate glyph atlas from bitmaps let packed = pack(bitmaps) result.descriptorSet.data.fontAtlas = packed.atlas # generate quad-information for use in shader for i in 0 ..< codePoints.len: let codePoint = codePoints[i] var advanceUnscaled, leftBearingUnscaled: cint # is in glyph-space, needs to be scaled to pixel-space stbtt_GetCodepointHMetrics( addr fi, cint(codePoint), addr advanceUnscaled, addr leftBearingUnscaled ) var leftBearing = leftBearingUnscaled.float32 * glyph2QuadScale result.advance[codePoint] = advanceUnscaled.float32 * glyph2QuadScale let atlasW = float32(result.descriptorSet.data.fontAtlas.width) atlasH = float32(result.descriptorSet.data.fontAtlas.height) uv = vec2(packed.coords[i].x, packed.coords[i].y) bitmapW = float32(bitmaps[i].width) bitmapH = float32(bitmaps[i].height) # divide by lineHeightPixels to get from pixel-space to quad-geometry-space left = leftBearing + offsetX[codePoint].float32 / lineHeightPixels right = left + bitmapW / lineHeightPixels top = -offsetY[codePoint].float32 / lineHeightPixels bottom = top - bitmapH / lineHeightPixels template glyphquads(): untyped = result.descriptorSet.data.glyphquads.data glyphquads.pos[i] = vec4(left, bottom, right, top) glyphquads.uv[i] = vec4( (uv.x + 0.5) / atlasW, # left (uv.y + bitmapH - 0.5) / atlasH, # bottom (uv.x + bitmapW - 0.5) / atlasW, # right (uv.y + 0.5) / atlasH, # top ) if i == 0: result.fallbackCharacter = codePoint result.descriptorGlyphIndex[codePoint] = i.uint16 # kerning for codePointAfter in codePoints: result.kerning[(codePoint, codePointAfter)] = float32( stbtt_GetCodepointKernAdvance(addr fi, cint(codePoint), cint(codePointAfter)) ) * glyph2QuadScale # line spacing var ascent, descent, lineGap: cint stbtt_GetFontVMetrics(addr fi, addr ascent, addr descent, addr lineGap) result.lineAdvance = float32(ascent - descent + lineGap) * glyph2QuadScale proc loadFont*[N: static int]( path: string, lineHeightPixels = 80'f32, additional_codepoints: openArray[Rune] = [], charset = ASCII_CHARSET, package = DEFAULT_PACKAGE, ): Font[N] = readTrueType[N]( loadResource_intern(path, package = package), path.splitFile().name, charset & additional_codepoints.toSeq, lineHeightPixels, ) func textWidth*(theText: seq[Rune] | string, font: FontObj): float32 = var text = when theText is string: theText.toRunes else: theText var currentWidth = 0'f32 var lineWidths: seq[float32] for i in 0 ..< text.len: if text[i] == NEWLINE: lineWidths.add currentWidth currentWidth = 0'f32 else: if not (i == text.len - 1 and text[i].isWhiteSpace): currentWidth += font.advance[text[i]] if i < text.len - 1: currentWidth += font.kerning[(text[i], text[i + 1])] lineWidths.add currentWidth return lineWidths.max func WordWrapped*(text: seq[Rune], font: FontObj, maxWidth: float32): seq[Rune] = var remaining: seq[seq[Rune]] = @[@[]] for c in text: if c == SPACE: remaining.add newSeq[Rune]() else: remaining[^1].add c remaining.reverse() var currentLine: seq[Rune] while remaining.len > 0: var currentWord = remaining.pop() assert not (SPACE in currentWord) if currentWord.len == 0: currentLine.add SPACE else: assert currentWord[^1] != SPACE # if this is the first word of the line and it is too long we need to # split by character if currentLine.len == 0 and (SPACE & currentWord).textWidth(font) > maxWidth: var subWord = @[currentWord[0]] for c in currentWord[1 .. ^1]: if (subWord & c).textWidth(font) > maxWidth: break subWord.add c result.add subWord & NEWLINE remaining.add currentWord[subWord.len .. ^1] # process rest of the word in next iteration else: if (currentLine & SPACE & currentWord).textWidth(font) <= maxWidth: if currentLine.len == 0: currentLine = currentWord else: currentLine = currentLine & SPACE & currentWord else: result.add currentLine & NEWLINE remaining.add currentWord currentLine = @[] if currentLine.len > 0 and currentLine != @[SPACE]: result.add currentLine return result