Mercurial > games > semicongine
view semiconginev2/text/textbox.nim @ 1234:841e12f33c47
add: text & font rendering, not tested yet
author | sam <sam@basx.dev> |
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date | Sat, 20 Jul 2024 00:03:57 +0700 |
parents | |
children | 176383220123 |
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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 `$`*(text: Textbox): string = "\"" & $text.text[0 ..< min(text.text.len, 16)] & "\"" proc RefreshShaderdata(text: Textbox) = if not text.dirtyShaderdata: return text.shaderdata.data.textbox.UpdateGPUBuffer() proc RefreshGeometry(text: var Textbox) = if not text.dirtyGeometry and text.processedText == text.lastRenderedText: return # pre-calculate text-width var width = 0'f32 var lineWidths: seq[float32] for i in 0 ..< text.processedText.len: if text.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])] lineWidths.add width var height = float32(lineWidths.len - 1) * text.font.lineAdvance + text.font.capHeight if lineWidths[^1] == 0 and lineWidths.len > 1: height -= 1 let anchorY = (case text.verticalAlignment of Top: 0'f32 of Center: height / 2 of Bottom: height) - text.font.capHeight var offsetX = 0'f32 offsetY = 0'f32 lineIndex = 0 anchorX = case text.horizontalAlignment of Left: 0'f32 of Center: lineWidths[lineIndex] / 2 of Right: lineWidths[lineIndex] for i in 0 ..< text.maxLen: let vertexOffset = i * 4 if i < text.processedText.len: if text.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() inc lineIndex anchorX = case text.horizontalAlignment of Left: 0'f32 of Center: lineWidths[lineIndex] / 2 of Right: lineWidths[lineIndex] else: let glyph = text.font.glyphs[text.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) 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] offsetX += glyph.advance if i < text.processedText.len - 1: offsetX += text.font.kerning[(text.processedText[i], text.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 proc Refresh*(textbox: var Textbox) = textbox.RefreshShaderdata() textbox.RefreshGeometry() func text*(text: Textbox): seq[Rune] = text.text 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, ) proc `text=`*(text: var Textbox, newText: string) = `text=`(text, newText.toRunes) proc Color*(text: Textbox): Vec4f = text.shaderdata.data.textbox.data.color 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*(text: Textbox): float32 = text.shaderdata.data.textbox.data.scale 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 Position*(text: Textbox): Vec3f = text.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 horizontalAlignment*(text: Textbox): HorizontalAlignment = text.horizontalAlignment proc `horizontalAlignment=`*(text: var Textbox, value: HorizontalAlignment) = if value != text.horizontalAlignment: text.horizontalAlignment = value text.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 Draw(text: Textbox, commandbuffer: VkCommandBuffer, pipeline: Pipeline, currentFiF: int) = WithBind(commandbuffer, (textbox.shaderdata, ), pipeline, currentFiF): Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = text) proc InitTextbox*( renderdata: var RenderData, descriptorSetLayout: VkDescriptorSetLayout, font: Font, text = "".toRunes, 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, 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, ), 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 `text=`(result, text) AssignBuffers(renderdata, result) UploadImages(renderdata, result.shaderdata) InitDescriptorSet(renderdata, descriptorSetLayout, result.shaderdata) result.Refresh()