{gfx,examples}: simplify text rendering API a bit

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-05-13 22:38:40 +02:00
parent 393320aa68
commit 122a1ea9a7
5 changed files with 153 additions and 117 deletions

View file

@ -15,8 +15,6 @@ const Vec3 = math.Vec3;
const Mat3x3 = math.Mat3x3;
const Mat4x4 = math.Mat4x4;
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
timer: mach.Timer,
player: mach.EntityID,
direction: Vec2 = vec2(0, 0),
@ -27,7 +25,6 @@ frame_count: usize,
rand: std.rand.DefaultPrng,
time: f32,
style1: mach.EntityID,
allocator: std.mem.Allocator,
pipeline: mach.EntityID,
frame_encoder: *gpu.CommandEncoder = undefined,
frame_render_pass: *gpu.RenderPassEncoder = undefined,
@ -40,6 +37,7 @@ pub const Mod = mach.Mod(@This());
pub const systems = .{
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.after_init = .{ .handler = afterInit },
.tick = .{ .handler = tick },
.end_frame = .{ .handler = endFrame },
};
@ -47,12 +45,12 @@ pub const systems = .{
const upscale = 1.0;
const text1: []const []const u8 = &.{
"Text but with spaces 😊\nand\n",
"italics\nand\n",
"bold\nand\n",
"Text but with spaces\n",
"and\n",
"newlines\n",
};
const text2: []const []const u8 = &.{"$!?😊"};
const text2: []const []const u8 = &.{"$!?"};
fn deinit(
core: *mach.Core.Mod,
@ -63,6 +61,16 @@ fn deinit(
}
fn init(
text: *gfx.Text.Mod,
text_pipeline: *gfx.TextPipeline.Mod,
game: *Mod,
) !void {
text.schedule(.init);
text_pipeline.schedule(.init);
game.schedule(.after_init);
}
fn afterInit(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
text: *gfx.Text.Mod,
@ -70,30 +78,10 @@ fn init(
text_style: *gfx.TextStyle.Mod,
game: *Mod,
) !void {
text_pipeline.schedule(.init);
// TODO: a better way to initialize entities with default values
// TODO(text): most of these style options are not respected yet.
// TODO(text): ability to specify other style options (custom font name, font color, italic/bold, etc.)
const style1 = try entities.new();
try text_style.set(style1, .font_name, "Roboto Medium"); // TODO
try text_style.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt
try text_style.set(style1, .font_weight, gfx.font_weight_normal);
try text_style.set(style1, .italic, false);
try text_style.set(style1, .color, vec4(0.6, 1.0, 0.6, 1.0));
const style2 = try entities.new();
try text_style.set(style2, .font_name, "Roboto Medium"); // TODO
try text_style.set(style2, .font_size, 48 * gfx.px_per_pt); // 48pt
try text_style.set(style2, .font_weight, gfx.font_weight_normal);
try text_style.set(style2, .italic, true);
try text_style.set(style2, .color, vec4(0.6, 1.0, 0.6, 1.0));
const style3 = try entities.new();
try text_style.set(style3, .font_name, "Roboto Medium"); // TODO
try text_style.set(style3, .font_size, 48 * gfx.px_per_pt); // 48pt
try text_style.set(style3, .font_weight, gfx.font_weight_bold);
try text_style.set(style3, .italic, false);
try text_style.set(style3, .color, vec4(0.6, 1.0, 0.6, 1.0));
// Create a text rendering pipeline
const pipeline = try entities.new();
@ -103,18 +91,13 @@ fn init(
// Create some text
const player = try entities.new();
try text.set(player, .pipeline, pipeline);
try text.set(player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(vec3(0, 0, 0))));
// TODO: better storage mechanism for this
// TODO: this is a leak
const allocator = gpa.allocator();
const styles = try allocator.alloc(mach.EntityID, 3);
styles[0] = style1;
styles[1] = style2;
styles[2] = style3;
try text.set(player, .text, text1);
try text.set(player, .style, styles);
try text.set(player, .dirty, true);
try text.set(player, .transform, Mat4x4.translate(vec3(0, 0, 0)));
try gfx.Text.allocPrintText(text, player, style1,
\\ Text with spaces
\\ and newlines
\\ but nothing fancy yet
, .{});
text.schedule(.update);
game.init(.{
.timer = try mach.Timer.start(),
@ -125,7 +108,6 @@ fn init(
.rand = std.rand.DefaultPrng.init(1337),
.time = 0,
.style1 = style1,
.allocator = allocator,
.pipeline = pipeline,
});
@ -183,17 +165,11 @@ fn tick(
new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 50;
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 50;
// Create some text
const new_entity = try entities.new();
try text.set(new_entity, .pipeline, game.state().pipeline);
try text.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
// TODO: better storage mechanism for this
// TODO: this is a leak
const styles = try game.state().allocator.alloc(mach.EntityID, 1);
styles[0] = game.state().style1;
try text.set(new_entity, .text, text2);
try text.set(new_entity, .style, styles);
try text.set(new_entity, .dirty, true);
try gfx.Text.allocPrintText(text, new_entity, game.state().style1, "?!$", .{});
}
}