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- /*
- * Copyright (c) 2012-2015 Daniele Bartolini and individual contributors.
- * License: https://github.com/taylor001/crown/blob/master/LICENSE
- */
- #include "color4.h"
- #include "font_resource.h"
- #include "gui.h"
- #include "material_resource.h"
- #include "material_manager.h"
- #include "vector2.h"
- #include "vector3.h"
- #include "matrix4x4.h"
- #include <bgfx/bgfx.h>
- namespace crown
- {
- struct VertexData
- {
- float x;
- float y;
- float u;
- float v;
- };
- struct IndexData
- {
- uint16_t a;
- uint16_t b;
- };
- #define UTF8_ACCEPT 0
- static const uint8_t s_utf8d[364] =
- {
- // The first part of the table maps bytes to character classes that
- // to reduce the size of the transition table and create bitmasks.
- 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
- 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
- 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
- 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
- 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
- 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
- 8,8,2,2,2,2,2,2,2,2,2,2,2,2,2,2, 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
- 10,3,3,3,3,3,3,3,3,3,3,3,3,4,3,3, 11,6,6,6,5,8,8,8,8,8,8,8,8,8,8,8,
- // The second part is a transition table that maps a combination
- // of a state of the automaton and a character class to a state.
- 0,12,24,36,60,96,84,12,12,12,48,72, 12,12,12,12,12,12,12,12,12,12,12,12,
- 12, 0,12,12,12,12,12, 0,12, 0,12,12, 12,24,12,12,12,12,12,24,12,24,12,12,
- 12,12,12,12,12,12,12,24,12,12,12,12, 12,24,12,12,12,12,12,12,12,24,12,12,
- 12,12,12,12,12,12,12,36,12,36,12,12, 12,36,12,12,12,12,12,36,12,36,12,12,
- 12,36,12,12,12,12,12,12,12,12,12,12
- };
- static uint32_t utf8_decode(uint32_t* state, uint32_t* code_point, uint8_t character)
- {
- uint32_t byte = character;
- uint32_t type = s_utf8d[byte];
- *code_point = (*state != UTF8_ACCEPT) ? (byte & 0x3fu) | (*code_point << 6) : (0xff >> type) & (byte);
- *state = s_utf8d[256 + *state + type];
- return *state;
- }
- bgfx::VertexDecl Gui::s_pos_col;
- bgfx::VertexDecl Gui::s_pos_col_tex;
- void Gui::init()
- {
- Gui::s_pos_col
- .begin()
- .add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float)
- .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
- .end();
- Gui::s_pos_col_tex
- .begin()
- .add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float)
- .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float, true)
- .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
- .end();
- }
- Gui::Gui(uint16_t width, uint16_t height, const char* material)
- : m_width(width)
- , m_height(height)
- , m_pose(MATRIX4X4_IDENTITY)
- {
- orthographic(m_projection, 0, width, 0, height, -0.01f, 100.0f);
- m_material = material_manager::get()->create_material(ResourceId(material));
- }
- Vector2 Gui::resolution() const
- {
- return vector2(m_width, m_height);
- }
- void Gui::move(const Vector2& pos)
- {
- set_identity(m_pose);
- set_translation(m_pose, vector3(pos.x, pos.y, 0));
- }
- Vector2 Gui::screen_to_gui(const Vector2& pos)
- {
- return vector2(pos.x, m_height - pos.y);
- }
- void Gui::draw_rectangle(const Vector3& pos, const Vector2& size, const Color4& color)
- {
- bgfx::TransientVertexBuffer tvb;
- bgfx::TransientIndexBuffer tib;
- bgfx::allocTransientVertexBuffer(&tvb, 4, Gui::s_pos_col);
- bgfx::allocTransientIndexBuffer(&tib, 6);
- float* verts = (float*) tvb.data;
- verts[0] = pos.x;
- verts[1] = pos.y;
- verts[2] = pos.x + size.x;
- verts[3] = pos.y;
- verts[4] = pos.x + size.x;
- verts[5] = pos.y + size.y;
- verts[6] = pos.x;
- verts[7] = pos.y + size.y;
- uint16_t* inds = (uint16_t*) tib.data;
- inds[0] = 0;
- inds[1] = 1;
- inds[2] = 2;
- inds[3] = 0;
- inds[4] = 2;
- inds[5] = 3;
- bgfx::setViewTransform(1, to_float_ptr(MATRIX4X4_IDENTITY), to_float_ptr(m_projection));
- bgfx::setViewRect(1, 0, 0, m_width, m_height);
- bgfx::setState(BGFX_STATE_DEFAULT);
- bgfx::setVertexBuffer(&tvb);
- bgfx::setIndexBuffer(&tib);
- material_manager::get()->lookup_material(m_material)->bind();
- }
- void Gui::draw_image(const char* material, const Vector3& pos, const Vector2& size, const Color4& color)
- {
- draw_image_uv(material, pos, size, vector2(0, 0), vector2(1, 1), color);
- }
- void Gui::draw_image_uv(const char* material, const Vector3& pos, const Vector2& size, const Vector2& uv0, const Vector2& uv1, const Color4& color)
- {
- bgfx::TransientVertexBuffer tvb;
- bgfx::TransientIndexBuffer tib;
- bgfx::allocTransientVertexBuffer(&tvb, 4, Gui::s_pos_col_tex);
- bgfx::allocTransientIndexBuffer(&tib, 6);
- float* verts = (float*) tvb.data;
- verts[0] = pos.x;
- verts[1] = pos.y;
- verts[2] = uv0.x;
- verts[3] = uv0.y;
- verts[4] = pos.x + size.x;
- verts[5] = pos.y;
- verts[6] = uv1.x;
- verts[7] = uv0.y;
- verts[8] = pos.x + size.x;
- verts[9] = pos.y + size.y;
- verts[10] = uv1.x;
- verts[11] = uv1.y;
- verts[12] = pos.x;
- verts[13] = pos.y + size.y;
- verts[14] = uv0.x;
- verts[15] = uv1.y;
- uint16_t* inds = (uint16_t*) tib.data;
- inds[0] = 0;
- inds[1] = 1;
- inds[2] = 2;
- inds[3] = 0;
- inds[4] = 2;
- inds[5] = 3;
- bgfx::setViewTransform(1, to_float_ptr(MATRIX4X4_IDENTITY), to_float_ptr(m_projection));
- bgfx::setViewRect(1, 0, 0, m_width, m_height);
- bgfx::setState(BGFX_STATE_DEFAULT);
- bgfx::setVertexBuffer(&tvb);
- bgfx::setIndexBuffer(&tib);
- material_manager::get()->lookup_material(m_material)->bind();
- }
- void Gui::draw_text(const char* str, const char* font, uint32_t font_size, const Vector3& pos, const Color4& color)
- {
- // Renderer* r = device()->renderer();
- // const FontResource* resource = (FontResource*) device()->resource_manager()->get("font", font);
- // Vector2 m_pen;
- // const float scale = ((float)font_size / (float)resource->font_size());
- // const uint32_t str_len = strlen32(str);
- // TransientVertexBuffer vb;
- // TransientIndexBuffer ib;
- // r->reserve_transient_vertex_buffer(&vb, 4 * str_len, VertexFormat::P2_T2);
- // r->reserve_transient_index_buffer(&ib, 6 * str_len);
- // uint16_t index = 0;
- // float x_pen_advance = 0.0f;
- // float y_pen_advance = 0.0f;
- // uint32_t state = 0;
- // uint32_t code_point = 0;
- // for (uint32_t i = 0; i < str_len; i++)
- // {
- // switch (str[i])
- // {
- // case '\n':
- // {
- // x_pen_advance = 0.0f;
- // y_pen_advance -= resource->font_size();
- // continue;
- // }
- // case '\t':
- // {
- // x_pen_advance += font_size * 4;
- // continue;
- // }
- // }
- // if (utf8_decode(&state, &code_point, str[i]) == UTF8_ACCEPT)
- // {
- // FontGlyphData g = resource->get_glyph(code_point);
- // const float baseline = g.height - g.y_offset;
- // // Set pen position
- // m_pen.x = pos.x + g.x_offset;
- // m_pen.y = pos.y - baseline;
- // // Position coords
- // const float x0 = (m_pen.x + x_pen_advance) * scale;
- // const float y0 = (m_pen.y + y_pen_advance) * scale;
- // const float x1 = (m_pen.x + g.width + x_pen_advance) * scale;
- // const float y1 = (m_pen.y + g.height + y_pen_advance) * scale;
- // // Texture coords
- // const float u0 = (float) g.x / 512;
- // const float v0 = (float) g.y / 512;
- // const float u1 = u0 + ((float) g.width) / 512;
- // const float v1 = v0 - ((float) g.height) / 512;
- // // Fill vertex buffer
- // (*(VertexData*)(vb.data)).x = x0;
- // (*(VertexData*)(vb.data)).y = y0;
- // (*(VertexData*)(vb.data)).u = u0;
- // (*(VertexData*)(vb.data)).v = v1;
- // vb.data += sizeof(VertexData);
- // (*(VertexData*)(vb.data)).x = x1;
- // (*(VertexData*)(vb.data)).y = y0;
- // (*(VertexData*)(vb.data)).u = u1;
- // (*(VertexData*)(vb.data)).v = v1;
- // vb.data += sizeof(VertexData);
- // (*(VertexData*)(vb.data)).x = x1;
- // (*(VertexData*)(vb.data)).y = y1;
- // (*(VertexData*)(vb.data)).u = u1;
- // (*(VertexData*)(vb.data)).v = v0;
- // vb.data += sizeof(VertexData);
- // (*(VertexData*)(vb.data)).x = x0;
- // (*(VertexData*)(vb.data)).y = y1;
- // (*(VertexData*)(vb.data)).u = u0;
- // (*(VertexData*)(vb.data)).v = v0;
- // vb.data += sizeof(VertexData);
- // // Fill index buffer
- // (*(IndexData*)(ib.data)).a = index;
- // (*(IndexData*)(ib.data)).b = index + 1;
- // ib.data += sizeof(IndexData);
- // (*(IndexData*)(ib.data)).a = index + 2;
- // (*(IndexData*)(ib.data)).b = index;
- // ib.data += sizeof(IndexData);
- // (*(IndexData*)(ib.data)).a = index + 2;
- // (*(IndexData*)(ib.data)).b = index + 3;
- // ib.data += sizeof(IndexData);
- // // Advance pen position
- // x_pen_advance += g.x_advance;
- // index += 4;
- // }
- // }
- // const MaterialResource* mr = (MaterialResource*) device()->resource_manager()->get(resource->material());
- // const TextureResource* tr = (TextureResource*) device()->resource_manager()->get(mr->get_texture_layer(0));
- // r->set_layer_view(1, matrix4x4::IDENTITY);
- // r->set_layer_projection(1, m_projection);
- // r->set_layer_viewport(1, 0, 0, 1000, 625);
- // r->set_state(STATE_COLOR_WRITE
- // | STATE_CULL_CW
- // | STATE_BLEND_EQUATION_ADD
- // | STATE_BLEND_FUNC(STATE_BLEND_FUNC_SRC_ALPHA, STATE_BLEND_FUNC_ONE_MINUS_SRC_ALPHA));
- // r->set_pose(m_pose);
- // r->set_program(render_world_globals::default_font_program());
- // r->set_texture(0, render_world_globals::default_font_uniform(), tr->texture(),
- // TEXTURE_FILTER_LINEAR | TEXTURE_WRAP_U_CLAMP_REPEAT | TEXTURE_WRAP_V_CLAMP_REPEAT);
- // r->set_uniform(render_world_globals::default_color_uniform(), UniformType::FLOAT_4, color4::to_float_ptr(color), 1);
- // r->set_vertex_buffer(vb);
- // r->set_index_buffer(ib);
- // r->commit(1, (int32_t) pos.z);
- }
- } // namespace crown
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