Files
go-game/text.go
2016-08-18 23:58:41 +02:00

438 lines
9.6 KiB
Go

package goga
import (
"encoding/json"
"github.com/go-gl/gl/v3.2-core/gl"
"io/ioutil"
)
const (
char_padding = 2
text_renderer_name = "textRenderer"
)
type character struct {
char byte
min, max, size Vec2
offset float64
}
type jsonChar struct {
Char string
X, Y, Offset float64
}
// Font represents a texture mapped font.
// It can be loaded from JSON together with a texture.
type Font struct {
Tex *Tex
tileSize float64
CharPadding Vec2
Space, Tab, Line float64
chars []character
}
// Creates a new font for given texture.
// The tile size specifies the size of one character tile on texture.
// Characters must be added afterwards.
func NewFont(tex *Tex, tileSize float64) *Font {
font := Font{}
font.Tex = tex
font.tileSize = tileSize
font.CharPadding = 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) FromJson(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 Vec2
if !cut {
min = Vec2{char.X * f.tileSize, char.Y * f.tileSize}
max = Vec2{min.X + f.tileSize, min.Y + f.tileSize}
size = 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) (Vec2, Vec2, Vec2) {
// find min/max corners of character on texture
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
}
}
}
// add padding
minX -= char_padding
maxX += char_padding
minY -= char_padding
maxY += char_padding
texSize := f.Tex.GetSize()
min := Vec2{float64(minX) / texSize.X, float64(maxY) / texSize.Y}
max := Vec2{float64(maxX) / texSize.X, float64(minY) / texSize.Y}
size := 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
}
// Renderable text component.
// Use together with Text and create using NewText().
type TextComponent struct {
Color Vec4
text string
bounds Vec2
index, vertex, texCoord *VBO
vao *VAO
}
// Deletes GL buffers bound to this text component.
func (t *TextComponent) Drop() {
t.index.Drop()
t.vertex.Drop()
t.texCoord.Drop()
t.vao.Drop()
}
// Text is an actor representing text rendered as texture mapped font.
// Each Text has a position and its own buffers.
type Text struct {
*Actor
*Pos2D
*TextComponent
}
// Returns a new renderable text object.
func NewText(font *Font, textStr string) *Text {
text := Text{}
text.Actor = NewActor()
text.Pos2D = NewPos2D()
text.TextComponent = &TextComponent{}
text.index = NewVBO(gl.ELEMENT_ARRAY_BUFFER)
text.vertex = NewVBO(gl.ARRAY_BUFFER)
text.texCoord = NewVBO(gl.ARRAY_BUFFER)
text.vao = NewVAO()
text.SetText(font, textStr)
text.Color = Vec4{1, 1, 1, 1}
text.Size = Vec2{1, 1}
text.Scale = Vec2{1, 1}
text.Visible = true
return &text
}
// 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 := 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 = 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)
CheckGLError()
}
// 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() Vec2 {
return Vec2{t.bounds.X * t.Size.X * t.Scale.X, t.bounds.Y * t.Size.Y * t.Scale.Y}
}
// The text renderer is a system rendering 2D texture mapped font.
// It has a 2D position component, to move all texts at once.
type TextRenderer struct {
Pos2D
Shader *Shader
Camera *Camera
Font *Font
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 *Shader, camera *Camera, font *Font) *TextRenderer {
if shader == nil {
shader = DefaultTextShader
}
if camera == nil {
camera = DefaultCamera
}
renderer := &TextRenderer{}
renderer.Shader = shader
renderer.Camera = camera
renderer.Font = font
renderer.texts = make([]Text, 0)
renderer.Size = Vec2{1, 1}
renderer.Scale = Vec2{1, 1}
return renderer
}
// Prepares given text for rendering.
func (r *TextRenderer) Prepare(text *Text) {
text.vao = NewVAO()
text.vao.Bind()
r.Shader.EnableVertexAttribArrays()
text.index.Bind()
text.vertex.Bind()
text.vertex.AttribPointer(r.Shader.GetAttribLocation(Default_shader_text_vertex_attrib), 2, gl.FLOAT, false, 0)
text.texCoord.Bind()
text.texCoord.AttribPointer(r.Shader.GetAttribLocation(Default_shader_text_texcoord_attrib), 2, gl.FLOAT, false, 0)
text.vao.Unbind()
}
// Frees recources created by text component.
// This is called automatically when system gets removed.
func (r *TextRenderer) Cleanup() {
for _, text := range r.texts {
text.Drop()
}
}
// Adds text to the renderer.
func (r *TextRenderer) Add(actor *Actor, pos *Pos2D, text *TextComponent) bool {
id := actor.GetId()
for _, text := range r.texts {
if id == text.Actor.GetId() {
return false
}
}
r.texts = append(r.texts, Text{actor, pos, text})
return true
}
// Removes text from renderer.
func (r *TextRenderer) Remove(actor *Actor) bool {
return r.RemoveById(actor.GetId())
}
// Removes text from renderer by ID.
func (r *TextRenderer) RemoveById(id ActorId) bool {
for i, text := range r.texts {
if text.Actor.GetId() == id {
r.texts = append(r.texts[:i], r.texts[i+1:]...)
return true
}
}
return false
}
// Removes all texts.
func (r *TextRenderer) RemoveAll() {
r.texts = make([]Text, 0)
}
// Returns number of texts.
func (r *TextRenderer) Len() int {
return len(r.texts)
}
func (r *TextRenderer) GetName() string {
return text_renderer_name
}
// Renders texts.
func (r *TextRenderer) Update(delta float64) {
if r.Font == nil {
return
}
r.Shader.Bind()
r.Shader.SendMat3(Default_shader_text_ortho, *MultMat3(r.Camera.CalcOrtho(), r.CalcModel()))
r.Shader.SendUniform1i(Default_shader_text_tex, 0)
r.Font.Tex.Bind()
for i := range r.texts {
if !r.texts[i].Visible {
continue
}
r.texts[i].vao.Bind()
r.Shader.SendUniform4f(Default_shader_text_color, float32(r.texts[i].Color.X), float32(r.texts[i].Color.Y), float32(r.texts[i].Color.Z), float32(r.texts[i].Color.W))
r.Shader.SendMat3(Default_shader_text_model, *r.texts[i].CalcModel())
gl.DrawElements(gl.TRIANGLES, r.texts[i].index.Size(), gl.UNSIGNED_INT, nil)
}
}