townengine/src/rendering/twn_text.c

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#include "twn_draw_c.h"
#include "twn_draw.h"
#include "twn_util.h"
#include "twn_util_c.h"
#include "twn_engine_context_c.h"
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#include <stb_truetype.h>
#include <stb_ds.h>
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#define ASCII_START 32
#define ASCII_END 128
#define NUM_DISPLAY_ASCII ((ASCII_END - ASCII_START) + 1)
/* should be large enough that there's virtually never more than one block */
#define STRING_ARENA_BLOCK_SIZE 512000
typedef struct StringArenaBlock {
struct StringArenaBlock *next;
char *buffer;
size_t used;
} StringArenaBlock;
typedef struct StringArena {
StringArenaBlock *head;
StringArenaBlock *current_block;
char *ptr;
} StringArena;
static StringArena string_arena;
typedef struct FontFileBuffer {
size_t len;
unsigned char *buffer;
} FontFileBuffer;
typedef struct FontFileCacheItem {
char *key;
FontFileBuffer value;
} FontFileCacheItem;
static FontFileCacheItem *font_file_cache_hash;
static void string_arena_init(StringArena *arena) {
arena->head = cmalloc(sizeof *arena->head);
arena->current_block = arena->head;
arena->ptr = arena->current_block->buffer;
arena->current_block->next = NULL;
arena->current_block->buffer = cmalloc(STRING_ARENA_BLOCK_SIZE);
arena->current_block->used = 0;
}
static void string_arena_deinit(StringArena *arena) {
StringArenaBlock *p = arena->head;
while (p != NULL) {
StringArenaBlock *block = p;
p = block->next; /* need to keep this before freeing */
SDL_free(block->buffer);
SDL_free(block);
}
}
static void string_arena_reset(StringArena *arena) {
arena->current_block = arena->head;
arena->current_block->used = 0;
arena->ptr = arena->current_block->buffer;
}
static char *string_arena_alloc(StringArena *arena, size_t size) {
/* will never fit! */
if (size > STRING_ARENA_BLOCK_SIZE) {
/* is there a more graceful way to handle this without risking some sort of horror? */
CRY("String arena allocation failure", "Tried to allocate a size larger than the block size");
die_abruptly();
}
/* won't fit, we need a new block first */
if (arena->current_block->used + size > STRING_ARENA_BLOCK_SIZE) {
log_info("String arena block size exceeded, moving on to the next...");
/* only allocate if there wasn't one ready to go already */
if (arena->current_block->next == NULL) {
log_info("Allocating string arena block...");
arena->current_block->next = cmalloc(sizeof *arena->head);
arena->current_block->next->next = NULL;
arena->current_block->next->buffer = cmalloc(STRING_ARENA_BLOCK_SIZE);
}
arena->current_block = arena->current_block->next;
arena->current_block->used = 0;
arena->ptr = arena->current_block->buffer;
}
char *chunk = arena->ptr;
arena->ptr += size;
arena->current_block->used += size * (sizeof *arena->ptr);
return chunk;
}
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static FontData *text_load_font_data(const char *path, int height_px) {
FontData *font_data;
unsigned char* bitmap;
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{
unsigned char *buf = NULL;
int64_t buf_len = 0;
/* if the file was already loaded just get it */
FontFileCacheItem *font_file_ptr = shgetp_null(font_file_cache_hash, path);
if (font_file_ptr != NULL) {
buf = font_file_ptr->value.buffer;
buf_len = font_file_ptr->value.len;
} else {
buf_len = file_to_bytes(path, &buf);
if (buf_len == -1) {
/* TODO: have a fallback default font */
log_warn("Font %s not found", path);
return NULL;
}
FontFileBuffer buffer = { buf_len, buf };
shput(font_file_cache_hash, path, buffer);
}
font_data = ccalloc(1, sizeof *font_data);
font_data->file_path = path;
font_data->height_px = height_px;
bitmap = ccalloc(ctx.font_texture_size * ctx.font_texture_size, 1);
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stbtt_InitFont(&font_data->info, buf, stbtt_GetFontOffsetForIndex(buf, 0));
/* might as well get these now, for later */
font_data->scale_factor = stbtt_ScaleForPixelHeight(&font_data->info, (float)height_px);
stbtt_GetFontVMetrics(
&font_data->info,
&font_data->ascent,
&font_data->descent,
&font_data->line_gap
);
font_data->ascent = (int)((float)font_data->ascent * font_data->scale_factor);
font_data->descent = (int)((float)font_data->descent * font_data->scale_factor);
font_data->line_gap = (int)((float)font_data->line_gap * font_data->scale_factor);
stbtt_pack_context pctx;
stbtt_PackBegin(&pctx, bitmap, (int)ctx.font_texture_size, (int)ctx.font_texture_size, 0, 1, NULL);
stbtt_PackSetOversampling(&pctx, (unsigned int)ctx.font_oversampling, (unsigned int)ctx.font_oversampling);
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stbtt_PackFontRange(&pctx, buf, 0, (float)height_px, ASCII_START, NUM_DISPLAY_ASCII, font_data->char_data);
stbtt_PackEnd(&pctx);
}
font_data->texture = create_gpu_texture(ctx.font_filtering, true, 1, (int)ctx.font_texture_size, (int)ctx.font_texture_size);
upload_gpu_texture(
font_data->texture,
bitmap,
1,
(int)ctx.font_texture_size,
(int)ctx.font_texture_size
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);
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SDL_free(bitmap);
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return font_data;
}
static void text_destroy_font_data(FontData *font_data) {
delete_gpu_texture(font_data->texture);
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SDL_free(font_data);
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}
static void text_draw_with(FontData* font_data, char* text, Vec2 position, Color color) {
VertexBuffer const vertex_array = get_scratch_vertex_array();
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const size_t len = SDL_strlen(text);
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VertexBufferBuilder builder = build_vertex_buffer(vertex_array, sizeof (ElementIndexedQuadWithoutColor) * len);
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for (size_t i = 0; i < len; ++i) {
const char c = text[i];
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/* outside the range of what we want to display */
//if (c < ASCII_START || c > ASCII_END)
if (c < ASCII_START)
continue;
/* stb_truetype.h conveniently provides everything we need to draw here! */
stbtt_aligned_quad quad;
stbtt_GetPackedQuad(
font_data->char_data,
(int)ctx.font_texture_size,
(int)ctx.font_texture_size,
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c - ASCII_START,
&position.x,
&position.y,
&quad,
true
);
/* have to do this so the "origin" is at the top left */
/* maybe there's a better way, or maybe this isn't a good idea... */
/* who knows */
quad.y0 += (float)font_data->ascent;
quad.y1 += (float)font_data->ascent;
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ElementIndexedQuadWithoutColor const payload = {
.v0 = (Vec2){ quad.x0, quad.y0 },
.v1 = (Vec2){ quad.x1, quad.y0 },
.v2 = (Vec2){ quad.x1, quad.y1 },
.v3 = (Vec2){ quad.x0, quad.y1 },
.uv0 = (Vec2){ quad.s0, quad.t0 },
.uv1 = (Vec2){ quad.s1, quad.t0 },
.uv2 = (Vec2){ quad.s1, quad.t1 },
.uv3 = (Vec2){ quad.s0, quad.t1 },
};
((ElementIndexedQuadWithoutColor *)builder.base)[i] = payload;
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}
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finish_vertex_builder(&builder);
finally_draw_text(font_data, len, color, vertex_array);
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}
static bool ensure_font_cache(const char *font_path, int height_px) {
/* HACK: don't */
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bool is_cached = false;
for (size_t i = 0; i < arrlenu(ctx.text_cache.data); ++i) {
FontData *font_data = ctx.text_cache.data[i];
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if ((SDL_strcmp(font_path, font_data->file_path) == 0) && height_px == font_data->height_px) {
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is_cached = true;
break;
}
}
if (!is_cached) {
FontData *new_font_data = text_load_font_data(font_path, height_px);
if (new_font_data == NULL)
return false;
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arrput(ctx.text_cache.data, new_font_data);
}
return true;
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}
static FontData *get_font_data(const char *font_path, int height_px) {
FontData *font_data = NULL;
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for (size_t i = 0; i < arrlenu(ctx.text_cache.data); ++i) {
font_data = ctx.text_cache.data[i];
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if ((SDL_strcmp(font_path, font_data->file_path) == 0) && height_px == font_data->height_px) {
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break;
}
}
return font_data;
}
void render_text(const TextPrimitive *text) {
FontData *font_data = get_font_data(text->font, text->height_px);
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text_draw_with(font_data, text->text, text->position, text->color);
}
void text_cache_init(TextCache *cache) {
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arrsetlen(cache->data, 0);
string_arena_init(&string_arena);
sh_new_arena(font_file_cache_hash);
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}
void text_cache_deinit(TextCache *cache) {
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for (size_t i = 0; i < arrlenu(ctx.text_cache.data); ++i) {
text_destroy_font_data(ctx.text_cache.data[i]);
}
for (size_t i = 0; i < shlenu(font_file_cache_hash); ++i) {
SDL_free(font_file_cache_hash[i].value.buffer);
}
shfree(font_file_cache_hash);
string_arena_deinit(&string_arena);
arrfree(cache->data);
}
void text_cache_reset_arena(TextCache *cache) {
(void)cache;
string_arena_reset(&string_arena);
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}
void draw_text(const char *string, Vec2 position, float height, Color color, const char *font) {
if (!font) {
log_warn("Default font isn't yet implemented");
return;
}
if (!ensure_font_cache(font, (int)height))
return;
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/* the original string might not be around by the time it's used, so copy it */
size_t str_length = SDL_strlen(string) + 1;
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if (str_length == 1)
/* empty string */
return;
char *dup_string = string_arena_alloc(&string_arena, str_length);
SDL_strlcpy(dup_string, string, str_length);
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TextPrimitive text = {
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.color = color,
.position = position,
.text = dup_string,
.font = font,
.height_px = (int)height,
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};
Primitive2D primitive = {
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.type = PRIMITIVE_2D_TEXT,
.text = text,
};
arrput(ctx.render_queue_2d, primitive);
}
float draw_text_width(const char *string, float height, const char *font) {
if (!ensure_font_cache(font, (int)height))
return 0;
FontData *font_data = get_font_data(font, (int)height);
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int length = 0;
for (const char *p = string; *p != '\0'; ++p) {
const char c = *p;
int advance_width = 0;
int left_side_bearing = 0;
stbtt_GetCodepointHMetrics(&font_data->info, (int)c, &advance_width, &left_side_bearing);
length += advance_width;
}
return (float)length * font_data->scale_factor;
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}
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void finally_draw_text(FontData const *font_data,
size_t len,
Color color,
VertexBuffer buffer)
{
DeferredCommandDraw command = {0};
command.vertices = (AttributeArrayPointer) {
.arity = 2,
.type = TWN_FLOAT,
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.stride = offsetof(ElementIndexedQuadWithoutColor, v1),
.offset = offsetof(ElementIndexedQuadWithoutColor, v0),
.buffer = buffer
};
command.texcoords = (AttributeArrayPointer) {
.arity = 2,
.type = TWN_FLOAT,
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.stride = offsetof(ElementIndexedQuadWithoutColor, v1),
.offset = offsetof(ElementIndexedQuadWithoutColor, uv0),
.buffer = buffer
};
command.constant_colored = true;
command.color = color;
command.gpu_texture = font_data->texture;
command.uses_gpu_key = true;
command.textured = true;
command.element_buffer = get_quad_element_buffer();
command.element_count = 6 * (uint32_t)len;
command.range_end = 6 * (uint32_t)len;
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command.texture_mode = TEXTURE_MODE_GHOSTLY;
command.pipeline = PIPELINE_2D;
command.depth_range_high = depth_range_high;
command.depth_range_low = depth_range_low;
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DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
arrpush(deferred_commands, final_command);
/* TODO: why doesn't it get restored if not placed here? */
// glDepthMask(GL_TRUE);
}