Files
go-game/text.go

403 lines
8.5 KiB
Go

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)
}
}
*/