mirror of
https://github.com/Kugelschieber/go-game.git
synced 2026-01-18 06:40:28 +00:00
Removed shader, added 3D rendering (no demo yet, coming next), started bitmap font rendering, a few fixes and improvements.
This commit is contained in:
402
text.go
Normal file
402
text.go
Normal file
@@ -0,0 +1,402 @@
|
||||
package goga
|
||||
|
||||
/*
|
||||
import (
|
||||
"core"
|
||||
"dp"
|
||||
"encoding/json"
|
||||
"geo"
|
||||
"github.com/go-gl/gl/v4.5-core/gl"
|
||||
"io/ioutil"
|
||||
"util"
|
||||
)
|
||||
|
||||
const (
|
||||
char_padding = 2
|
||||
)
|
||||
|
||||
// Returns a new renderable text object.
|
||||
func NewText(font *Font, text string) *Text {
|
||||
t := &Text{id: core.NextId()}
|
||||
t.text = text
|
||||
t.index = dp.NewVBO(gl.ELEMENT_ARRAY_BUFFER)
|
||||
t.vertex = dp.NewVBO(gl.ARRAY_BUFFER)
|
||||
t.texCoord = dp.NewVBO(gl.ARRAY_BUFFER)
|
||||
t.vao = dp.NewVAO()
|
||||
t.SetText(font, text)
|
||||
t.Size = geo.Vec2{1, 1}
|
||||
t.Scale = geo.Vec2{1, 1}
|
||||
t.Visible = true
|
||||
|
||||
return t
|
||||
}
|
||||
|
||||
type Character struct {
|
||||
char byte
|
||||
min, max, size geo.Vec2
|
||||
offset float64
|
||||
}
|
||||
|
||||
type Font struct {
|
||||
Tex *dp.Tex
|
||||
tileSize float64
|
||||
CharPadding geo.Vec2
|
||||
Space, Tab, Line float64
|
||||
chars []Character
|
||||
}
|
||||
|
||||
type jsonChar struct {
|
||||
Char string
|
||||
X, Y, Offset float64
|
||||
}
|
||||
|
||||
// Creates a new font from texture. Characters must be added afterwards.
|
||||
// The characters must be placed within a grid,
|
||||
// the second parameter describes the width and height of one tile in pixel.
|
||||
func NewFont(tex *dp.Tex, tileSize int) *Font {
|
||||
font := &Font{}
|
||||
font.Tex = tex
|
||||
font.tileSize = float64(tileSize)
|
||||
font.CharPadding = geo.Vec2{0.05, 0.05}
|
||||
font.Space = 0.3
|
||||
font.Tab = 1.2
|
||||
font.Line = 1
|
||||
font.chars = make([]Character, 0)
|
||||
|
||||
return font
|
||||
}
|
||||
|
||||
// Loads characters from JSON file.
|
||||
// Format:
|
||||
//
|
||||
// [
|
||||
// {
|
||||
// "char": "a",
|
||||
// "x": 0,
|
||||
// "y": 0,
|
||||
// "offset": 0
|
||||
// },
|
||||
// ...
|
||||
// ]
|
||||
//
|
||||
// Where x and y start in the upper left corner of the texture, both of type int.
|
||||
// Offset is optional and can be used to move a character up or down (relative to others).
|
||||
// If cut is set to true, the characters will be true typed.
|
||||
func (f *Font) LoadFromJson(path string, cut bool) error {
|
||||
// load file content
|
||||
content, err := ioutil.ReadFile(path)
|
||||
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
// read json
|
||||
chars := make([]jsonChar, 0)
|
||||
|
||||
if err = json.Unmarshal(content, &chars); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
f.extractChars(chars, cut)
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (f *Font) extractChars(chars []jsonChar, cut bool) {
|
||||
for _, char := range chars {
|
||||
if len(char.Char) != 1 {
|
||||
continue
|
||||
}
|
||||
|
||||
var min, max, size geo.Vec2
|
||||
|
||||
if !cut {
|
||||
min = geo.Vec2{char.X * f.tileSize, char.Y * f.tileSize}
|
||||
max = geo.Vec2{min.X + f.tileSize, min.Y + f.tileSize}
|
||||
size = geo.Vec2{1, 1}
|
||||
} else {
|
||||
min, max, size = f.cutChar(int(char.X), int(char.Y))
|
||||
}
|
||||
|
||||
f.chars = append(f.chars, Character{char.Char[0], min, max, size, char.Offset})
|
||||
}
|
||||
}
|
||||
|
||||
func (f *Font) cutChar(x, y int) (geo.Vec2, geo.Vec2, geo.Vec2) {
|
||||
minX := int(f.Tex.GetSize().X)
|
||||
minY := int(f.Tex.GetSize().Y)
|
||||
maxX := 0
|
||||
maxY := 0
|
||||
rgba := f.Tex.GetRGBA()
|
||||
|
||||
for ry := y * int(f.tileSize); ry < (y+1)*int(f.tileSize); ry++ {
|
||||
for rx := x * int(f.tileSize); rx < (x+1)*int(f.tileSize); rx++ {
|
||||
_, _, _, a := rgba.At(rx, ry).RGBA()
|
||||
|
||||
if a == 0 {
|
||||
continue
|
||||
}
|
||||
|
||||
if rx < minX {
|
||||
minX = rx
|
||||
} else if rx > maxX {
|
||||
maxX = rx
|
||||
}
|
||||
|
||||
if ry < minY {
|
||||
minY = ry
|
||||
} else if ry > maxY {
|
||||
maxY = ry
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
minX -= char_padding
|
||||
maxX += char_padding
|
||||
minY -= char_padding
|
||||
maxY += char_padding
|
||||
|
||||
texSize := f.Tex.GetSize()
|
||||
min := geo.Vec2{float64(minX) / texSize.X, float64(maxY) / texSize.Y}
|
||||
max := geo.Vec2{float64(maxX) / texSize.X, float64(minY) / texSize.Y}
|
||||
|
||||
// size
|
||||
size := geo.Vec2{float64(maxX-minX) / f.tileSize, float64(maxY-minY) / f.tileSize}
|
||||
|
||||
return min, max, size
|
||||
}
|
||||
|
||||
func (f *Font) getChar(char byte) *Character {
|
||||
for _, character := range f.chars {
|
||||
if character.char == char {
|
||||
return &character
|
||||
}
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
type Text struct {
|
||||
*Actor
|
||||
*Pos2D
|
||||
|
||||
id int
|
||||
text string
|
||||
bounds geo.Vec2
|
||||
|
||||
index, vertex, texCoord *dp.VBO
|
||||
vao *dp.VAO
|
||||
}
|
||||
|
||||
// Deletes GL buffers bound to this text.
|
||||
func (t *Text) Drop() {
|
||||
t.index.Drop()
|
||||
t.vertex.Drop()
|
||||
t.texCoord.Drop()
|
||||
t.vao.Drop()
|
||||
}
|
||||
|
||||
// Sets the given string as text and (re)creates buffers.
|
||||
func (t *Text) SetText(font *Font, text string) {
|
||||
t.text = text
|
||||
|
||||
indices := make([]uint32, len(text)*6)
|
||||
vertices := make([]float32, len(text)*8)
|
||||
texCoords := make([]float32, len(text)*8)
|
||||
chars := 0
|
||||
|
||||
// create indices
|
||||
var index uint32 = 0
|
||||
|
||||
for i := 0; i < len(text)*6; i += 6 {
|
||||
indices[i] = index
|
||||
indices[i+1] = index + 1
|
||||
indices[i+2] = index + 2
|
||||
indices[i+3] = index + 1
|
||||
indices[i+4] = index + 2
|
||||
indices[i+5] = index + 3
|
||||
|
||||
index += 4
|
||||
}
|
||||
|
||||
// create vertices/texCoords
|
||||
index = 0
|
||||
offset := geo.Vec2{}
|
||||
var width, height float64
|
||||
|
||||
for i := 0; i < len(text)*8 && int(index) < len(text); i += 8 {
|
||||
c := font.getChar(text[index])
|
||||
index++
|
||||
|
||||
// whitespace and new line
|
||||
if text[index-1] == ' ' {
|
||||
offset.X += font.Space
|
||||
i -= 8
|
||||
continue
|
||||
}
|
||||
|
||||
if text[index-1] == '\n' {
|
||||
offset.X = 0
|
||||
offset.Y -= font.Line
|
||||
i -= 8
|
||||
continue
|
||||
}
|
||||
|
||||
if text[index-1] == '\t' {
|
||||
offset.X += font.Tab
|
||||
i -= 8
|
||||
continue
|
||||
}
|
||||
|
||||
// character not found
|
||||
if c == nil {
|
||||
i -= 8
|
||||
continue
|
||||
}
|
||||
|
||||
// usual character
|
||||
vertices[i] = float32(offset.X)
|
||||
vertices[i+1] = float32(offset.Y + c.offset)
|
||||
vertices[i+2] = float32(offset.X + c.size.X)
|
||||
vertices[i+3] = float32(offset.Y + c.offset)
|
||||
vertices[i+4] = float32(offset.X)
|
||||
vertices[i+5] = float32(offset.Y + c.size.Y + c.offset)
|
||||
vertices[i+6] = float32(offset.X + c.size.X)
|
||||
vertices[i+7] = float32(offset.Y + c.size.Y + c.offset)
|
||||
|
||||
texCoords[i] = float32(c.min.X)
|
||||
texCoords[i+1] = float32(c.min.Y)
|
||||
texCoords[i+2] = float32(c.max.X)
|
||||
texCoords[i+3] = float32(c.min.Y)
|
||||
texCoords[i+4] = float32(c.min.X)
|
||||
texCoords[i+5] = float32(c.max.Y)
|
||||
texCoords[i+6] = float32(c.max.X)
|
||||
texCoords[i+7] = float32(c.max.Y)
|
||||
|
||||
offset.X += c.size.X + font.CharPadding.X
|
||||
chars++
|
||||
|
||||
if offset.X > width {
|
||||
width = offset.X
|
||||
}
|
||||
|
||||
if offset.Y*-1+font.Line > height {
|
||||
height = offset.Y*-1 + font.Line
|
||||
}
|
||||
}
|
||||
|
||||
t.bounds = geo.Vec2{width, height}
|
||||
|
||||
// fill GL buffer
|
||||
t.index.Fill(gl.Ptr(indices[:chars*6]), 4, chars*6, gl.STATIC_DRAW)
|
||||
t.vertex.Fill(gl.Ptr(vertices[:chars*8]), 4, chars*8, gl.STATIC_DRAW)
|
||||
t.texCoord.Fill(gl.Ptr(texCoords[:chars*8]), 4, chars*8, gl.STATIC_DRAW)
|
||||
|
||||
util.CheckGLError()
|
||||
}
|
||||
|
||||
func (t *Text) GetId() int {
|
||||
return t.id
|
||||
}
|
||||
|
||||
// Returns the text as string.
|
||||
func (t *Text) GetText() string {
|
||||
return t.text
|
||||
}
|
||||
|
||||
// Returns bounds of text, which is the size of characters.
|
||||
func (t *Text) GetBounds() geo.Vec2 {
|
||||
return geo.Vec2{t.bounds.X * t.Size.X * t.Scale.X, t.bounds.Y * t.Size.Y * t.Scale.Y}
|
||||
}
|
||||
|
||||
type TextRenderer struct {
|
||||
Pos2D
|
||||
|
||||
Shader *dp.Shader
|
||||
Camera *Camera
|
||||
Font *Font
|
||||
Color geo.Vec4
|
||||
texts []*Text
|
||||
}
|
||||
|
||||
// Creates a new text renderer using given shader, camera and font.
|
||||
// If shader and/or camera are nil, the default one will be used.
|
||||
func NewTextRenderer(shader *dp.Shader, camera *Camera, font *Font) *TextRenderer {
|
||||
renderer := &TextRenderer{}
|
||||
renderer.Shader = shader
|
||||
renderer.Camera = camera
|
||||
renderer.Font = font
|
||||
renderer.Color = geo.Vec4{1, 1, 1, 1}
|
||||
renderer.texts = make([]*Text, 0)
|
||||
renderer.Size = geo.Vec2{1, 1}
|
||||
renderer.Scale = geo.Vec2{1, 1}
|
||||
|
||||
return renderer
|
||||
}
|
||||
|
||||
// Prepares a text for rendering.
|
||||
func (r *TextRenderer) Prepare(text *Text) {
|
||||
text.vao = dp.NewVAO()
|
||||
text.vao.Bind()
|
||||
r.Shader.EnableVertexAttribArrays()
|
||||
text.index.Bind()
|
||||
text.vertex.Bind()
|
||||
text.vertex.AttribPointer(r.Shader.GetAttribLocation(TEXTRENDERER_VERTEX_ATTRIB), 2, gl.FLOAT, false, 0)
|
||||
text.texCoord.Bind()
|
||||
text.texCoord.AttribPointer(r.Shader.GetAttribLocation(TEXTRENDERER_TEXCOORD_ATTRIB), 2, gl.FLOAT, false, 0)
|
||||
text.vao.Unbind()
|
||||
}
|
||||
|
||||
// Adds text to the renderer.
|
||||
func (r *TextRenderer) Add(text *Text) {
|
||||
r.texts = append(r.texts, text)
|
||||
}
|
||||
|
||||
// Returns text by ID.
|
||||
func (r *TextRenderer) Get(id int) *Text {
|
||||
for _, text := range r.texts {
|
||||
if text.GetId() == id {
|
||||
return text
|
||||
}
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// Removes text from renderer by ID.
|
||||
func (r *TextRenderer) Remove(id int) *Text {
|
||||
for i, text := range r.texts {
|
||||
if text.GetId() == id {
|
||||
r.texts = append(r.texts[:i], r.texts[i+1:]...)
|
||||
return text
|
||||
}
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// Removes all sprites.
|
||||
func (r *TextRenderer) Clear() {
|
||||
r.texts = make([]*Text, 0)
|
||||
}
|
||||
|
||||
// Renders sprites.
|
||||
func (r *TextRenderer) Render() {
|
||||
r.Shader.Bind()
|
||||
r.Shader.SendMat3(TEXTRENDERER_ORTHO, *geo.MultMat3(r.Camera.CalcOrtho(), r.CalcModel()))
|
||||
r.Shader.SendUniform1i(TEXTRENDERER_TEX, 0)
|
||||
r.Shader.SendUniform4f(TEXTRENDERER_COLOR, float32(r.Color.X), float32(r.Color.Y), float32(r.Color.Z), float32(r.Color.W))
|
||||
r.Font.Tex.Bind()
|
||||
|
||||
for i := range r.texts {
|
||||
if !r.texts[i].Visible {
|
||||
continue
|
||||
}
|
||||
|
||||
r.texts[i].vao.Bind()
|
||||
r.Shader.SendMat3(TEXTRENDERER_MODEL, *r.texts[i].CalcModel())
|
||||
|
||||
gl.DrawElements(gl.TRIANGLES, r.texts[i].index.Size(), gl.UNSIGNED_INT, nil)
|
||||
}
|
||||
}
|
||||
*/
|
||||
Reference in New Issue
Block a user