This commit is contained in:
2023-06-05 11:49:38 -07:00
parent bbd442b191
commit 3ca30721b6
12 changed files with 405 additions and 210 deletions

View File

@ -8,7 +8,125 @@
using namespace Dawn;
void _uiLabelBake(
UILabelNew::UILabelNew(SceneItem *item) : UIComponentRenderable(item) {
}
void UILabelNew::onStart() {
this->shaderBuffer.init();
if(FT_New_Face(
getGame()->renderManager.getFontManager()->fontLibrary,
"/usr/share/fonts/TTF/arial.ttf",
// "C:\\Windows\\Fonts\\arial.ttf",
0,
&face
)) {
assertUnreachable();
}
UILabelNew::bakeTexture(defFace, face, 32);
if(FT_New_Face(
getGame()->renderManager.getFontManager()->fontLibrary,
"/usr/share/fonts/TTF/arialbd.ttf",
// "C:\\Windows\\Fonts\\arialbd.ttf",
0,
&faceBold
)) {
assertUnreachable();
}
UILabelNew::bakeTexture(defFaceBold, faceBold, 32);
if(FT_New_Face(
getGame()->renderManager.getFontManager()->fontLibrary,
"/usr/share/fonts/TTF/ariali.ttf",
// "C:\\Windows\\Fonts\\ariali.ttf",
0,
&faceItalics
)) {
assertUnreachable();
}
UILabelNew::bakeTexture(defFaceItalics, faceItalics, 32);
struct FontShaderBufferData fontData;
glm::vec2 position = glm::vec2(32, 32);
mesh.createBuffers(QUAD_VERTICE_COUNT * 128, QUAD_INDICE_COUNT * 128);
auto x = UILabelNew::bufferQuads(
"Hello ",
fontData,
defFace,
position,
0,
0
);
x += UILabelNew::bufferQuads(
" World",
fontData,
defFaceItalics,
position,
x,
1
);
x += UILabelNew::bufferQuads(
" How are you?",
fontData,
defFaceBold,
position,
x,
2
);
fontData.colors[0] = COLOR_MAGENTA;
fontData.textures[0] = 0;
fontData.colors[1] = COLOR_RED;
fontData.textures[1] = 1;
fontData.colors[2] = COLOR_GREEN;
fontData.textures[2] = 2;
shaderBuffer.buffer(&fontData);
}
std::vector<struct ShaderPassItem> UILabelNew::getUIRenderPasses() {
auto canvas = this->getCanvas();
auto shader = getGame()->renderManager.fontShader;
struct ShaderPassItem item;
item.shader = shader;
item.mesh = &this->mesh;
item.matrixValues[shader->paramModel] = transform->getWorldTransform();
item.parameterBuffers[shader->bufferUiCanvas] = &canvas->shaderBuffer;
item.parameterBuffers[shader->bufferFont] = &this->shaderBuffer;
item.renderFlags = RENDER_MANAGER_RENDER_FLAG_BLEND;
item.textureSlots[0] = &defFace.texture;
item.textureSlots[1] = &defFaceItalics.texture;
item.textureSlots[2] = &defFaceBold.texture;
item.textureValues[shader->paramTexture0] = 0;
item.textureValues[shader->paramTexture1] = 1;
item.textureValues[shader->paramTexture2] = 2;
return { item };
}
float_t UILabelNew::getWidth() {
return 0;
}
float_t UILabelNew::getHeight() {
return 0;
}
float_t UILabelNew::getContentWidth() {
return 0;
}
float_t UILabelNew::getContentHeight() {
return 0;
}
void UILabelNew::bakeTexture(
struct UILabelFontDef &fontDef,
FT_Face &face,
uint32_t fontSize
@ -78,155 +196,45 @@ void _uiLabelBake(
memoryFree(buffer);
}
int32_t _uiLabelQuad(
int32_t UILabelNew::bufferQuads(
std::string text,
Mesh *mesh,
struct FontShaderBufferData &bufferData,
struct UILabelFontDef &fontDef,
glm::vec2 &position,
int32_t quadStart,
int32_t partIndex
) {
// Get string length
int32_t len = text.length();
if(mesh == nullptr) return len;
// Loop each char
glm::vec2 wh = glm::vec2(fontDef.texture.getWidth(), fontDef.texture.getHeight());
// For each char
for(int32_t i = 0; i < len; i++) {
char ch = text[i];
int32_t j = quadStart + i;
FT_ULong c = text[i];
FT_ULong c = ch;
auto &charInfo = fontDef.charStore[c];
// Determine texture coordinates.
glm::vec2 uv0 = glm::vec2(0.0f, charInfo.textureY) / wh;
glm::vec2 uv1 = uv0 + (charInfo.bitmapSize / wh);
QuadMesh::bufferQuadMeshWithZ(mesh,
// Buffer the quad.
QuadMesh::bufferQuadMeshWithZ(&this->mesh,
position + charInfo.bitmapPosition, uv0,
position + charInfo.bitmapPosition + charInfo.bitmapSize, uv1,
0.0f,
j * QUAD_VERTICE_COUNT, j * QUAD_INDICE_COUNT
);
// Move the current position along.
position.x += (float_t)(charInfo.advanceX >> 6);
position.y += (float_t)(charInfo.advanceY >> 6);
bufferData.fontQuadParts[j] = partIndex;
// Set the part index to the quad mappings
bufferData.fontQuadMappings[j] = partIndex;
}
return len;
}
UILabelNew::UILabelNew(SceneItem *item) : UIComponentRenderable(item) {
}
void UILabelNew::onStart() {
std::cout << "Hello new Label" << std::endl;
this->shaderBuffer.init();
if(FT_New_Face(
getGame()->renderManager.getFontManager()->fontLibrary,
// "/usr/share/fonts/TTF/arial.ttf",
"C:\\Windows\\Fonts\\arial.ttf",
0,
&face
)) {
assertUnreachable();
}
_uiLabelBake(defFace, face, 32);
if(FT_New_Face(
getGame()->renderManager.getFontManager()->fontLibrary,
// "/usr/share/fonts/TTF/arialbd.ttf",
"C:\\Windows\\Fonts\\arialbd.ttf",
0,
&faceBold
)) {
assertUnreachable();
}
_uiLabelBake(defFaceBold, faceBold, 32);
if(FT_New_Face(
getGame()->renderManager.getFontManager()->fontLibrary,
// "/usr/share/fonts/TTF/ariali.ttf",
"C:\\Windows\\Fonts\\ariali.ttf",
0,
&faceItalics
)) {
assertUnreachable();
}
_uiLabelBake(defFaceItalics, faceItalics, 32);
struct FontShaderBufferData fontData;
glm::vec2 position = glm::vec2(32, 32);
testMesh.createBuffers(QUAD_VERTICE_COUNT * 96, QUAD_INDICE_COUNT * 96);
auto x = _uiLabelQuad(
"Hello ",
&this->testMesh,
fontData,
defFace,
position,
0,
0
);
x += _uiLabelQuad(
"World",
&this->testMesh,
fontData,
defFaceItalics,
position,
x,
1
);
fontData.fontParts[0].color = COLOR_MAGENTA;
fontData.fontParts[0].texture = 0;
fontData.fontParts[1].color = COLOR_RED;
fontData.fontParts[1].texture = 1;
shaderBuffer.buffer(&fontData);
}
std::vector<struct ShaderPassItem> UILabelNew::getUIRenderPasses() {
auto canvas = this->getCanvas();
auto shader = getGame()->renderManager.fontShader;
struct ShaderPassItem item;
item.shader = shader;
item.mesh = &testMesh;
item.matrixValues[shader->paramModel] = transform->getWorldTransform();
item.parameterBuffers[shader->bufferUiCanvas] = &canvas->shaderBuffer;
item.parameterBuffers[shader->bufferFont] = &this->shaderBuffer;
item.renderFlags = RENDER_MANAGER_RENDER_FLAG_BLEND;
item.textureSlots[0] = &defFace.texture;
item.textureSlots[1] = &defFaceItalics.texture;
item.textureValues[shader->paramTexture0] = 0;
item.textureValues[shader->paramTexture1] = 1;
return { item };
}
float_t UILabelNew::getWidth() {
return 0;
}
float_t UILabelNew::getHeight() {
return 0;
}
float_t UILabelNew::getContentWidth() {
return 0;
}
float_t UILabelNew::getContentHeight() {
return 0;
}

View File

@ -7,38 +7,17 @@
#include "scene/components/ui/UIComponentRenderable.hpp"
#include "display/mesh/QuadMesh.hpp"
#define NEW_LABEL_CHAR_BEGIN 32
#define NEW_LABEL_CHAR_END 192
namespace Dawn {
struct UILabelChar {
int32_t advanceX;
int32_t advanceY;
glm::vec2 bitmapSize;
glm::vec2 bitmapPosition;
float_t textureY;
};
struct UILabelFontDef {
Texture texture;
uint32_t fontSize;
FT_Face *face;
std::map<FT_ULong, struct UILabelChar> charStore;
};
struct UILabelPart {
struct UILabelStyle {
struct Color;
UILabelFontDef *fontDef;
std::string text;
};
class UILabelNew : public UIComponentRenderable {
protected:
private:
Mesh mesh;
FontShaderBuffer shaderBuffer;
Mesh testMesh;
FT_Face face;
FT_Face faceBold;
FT_Face faceItalics;
@ -47,6 +26,27 @@ namespace Dawn {
struct UILabelFontDef defFaceBold;
struct UILabelFontDef defFaceItalics;
/**
* Buffers the quads for the given text and updates the progressing values
* as the buffer process continues.
*
* @param text Text to buffer.
* @param bufferData The output quad mappings for the text.
* @param fontDef The font definition to use.
* @param position The 2D position to buffer the quads at.
* @param quadStart The starting quad index.
* @param partIndex The part index to store for each quad buffered.
* @return The number of quads buffered, not the string length.
*/
int32_t bufferQuads(
std::string text,
struct FontShaderBufferData &bufferData,
struct UILabelFontDef &fontDef,
glm::vec2 &position,
int32_t quadStart,
int32_t partIndex
);
public:
UILabelNew(SceneItem *item);