gfx: make Text ECS module use style entities (cleaner API design)

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-03-20 09:32:22 -07:00 committed by Stephen Gutekanst
parent 0c3ae9a048
commit aa33896935
2 changed files with 83 additions and 70 deletions

View file

@ -27,6 +27,7 @@ frame_count: usize,
texts: usize, texts: usize,
rand: std.rand.DefaultPrng, rand: std.rand.DefaultPrng,
time: f32, time: f32,
style1: mach.ecs.EntityID,
const d0 = 0.000001; const d0 = 0.000001;
@ -49,45 +50,13 @@ pub const Pipeline = enum(u32) {
const upscale = 1.0; const upscale = 1.0;
const style1 = Text.Style{ const text1: []const []const u8 = &.{
.font_name = "Roboto Medium", // TODO "Text but with spaces 😊\nand\n",
.font_size = 48 * gfx.px_per_pt, // 48pt "italics\nand\n",
.font_weight = gfx.font_weight_normal, "bold\nand\n",
.italic = false,
.color = vec4(0.6, 1.0, 0.6, 1.0),
};
const style2 = blk: {
var v = style1;
v.italic = true;
break :blk v;
};
const style3 = blk: {
var v = style1;
v.font_weight = gfx.font_weight_bold;
break :blk v;
}; };
const segment1: []const @import("mach").gfx.Text.Segment = &.{ const text2: []const []const u8 = &.{"!$?😊"};
.{
.string = "Text but with spaces 😊\nand\n",
.style = &style1,
},
.{
.string = "italics\nand\n",
.style = &style2,
},
.{
.string = "bold\nand\n",
.style = &style3,
},
};
const segment2: []const @import("mach").gfx.Text.Segment = &.{
.{
.string = "!$?😊",
.style = &style1,
},
};
pub fn init( pub fn init(
engine: *mach.Engine.Mod, engine: *mach.Engine.Mod,
@ -98,11 +67,41 @@ pub fn init(
// The Mach .core is where we set window options, etc. // The Mach .core is where we set window options, etc.
core.setTitle("gfx.Text example"); core.setTitle("gfx.Text example");
// TODO: a better way to initialize entities with default values
const style1 = try engine.newEntity();
try text_mod.set(style1, .font_name, "Roboto Medium"); // TODO
try text_mod.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt
try text_mod.set(style1, .font_weight, gfx.font_weight_normal);
try text_mod.set(style1, .italic, false);
try text_mod.set(style1, .color, vec4(0.6, 1.0, 0.6, 1.0));
const style2 = try engine.newEntity();
try text_mod.set(style2, .font_name, "Roboto Medium"); // TODO
try text_mod.set(style2, .font_size, 48 * gfx.px_per_pt); // 48pt
try text_mod.set(style2, .font_weight, gfx.font_weight_normal);
try text_mod.set(style2, .italic, true);
try text_mod.set(style2, .color, vec4(0.6, 1.0, 0.6, 1.0));
const style3 = try engine.newEntity();
try text_mod.set(style3, .font_name, "Roboto Medium"); // TODO
try text_mod.set(style3, .font_size, 48 * gfx.px_per_pt); // 48pt
try text_mod.set(style3, .font_weight, gfx.font_weight_bold);
try text_mod.set(style3, .italic, false);
try text_mod.set(style3, .color, vec4(0.6, 1.0, 0.6, 1.0));
// Create some text // Create some text
const player = try engine.newEntity(); const player = try engine.newEntity();
try text_mod.set(player, .pipeline, @intFromEnum(Pipeline.default)); try text_mod.set(player, .pipeline, @intFromEnum(Pipeline.default));
try text_mod.set(player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(vec3(0, 0, 0)))); try text_mod.set(player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(vec3(0, 0, 0))));
try text_mod.set(player, .text, segment1);
// TODO: better storage mechanism for this
// TODO: this is a leak
const styles = try engine.allocator.alloc(mach.ecs.EntityID, 3);
styles[0] = style1;
styles[1] = style2;
styles[2] = style3;
try text_mod.set(player, .text, text1);
try text_mod.set(player, .style, styles);
text_mod.send(.init, .{}); text_mod.send(.init, .{});
text_mod.send(.initPipeline, .{Text.PipelineOptions{ text_mod.send(.initPipeline, .{Text.PipelineOptions{
@ -119,6 +118,7 @@ pub fn init(
.texts = 0, .texts = 0,
.rand = std.rand.DefaultPrng.init(1337), .rand = std.rand.DefaultPrng.init(1337),
.time = 0, .time = 0,
.style1 = style1,
}; };
} }
@ -177,7 +177,13 @@ pub fn tick(
const new_entity = try engine.newEntity(); const new_entity = try engine.newEntity();
try text_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.default)); try text_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.default));
try text_mod.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos))); try text_mod.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
try text_mod.set(new_entity, .text, segment2);
// TODO: better storage mechanism for this
// TODO: this is a leak
const styles = try engine.allocator.alloc(mach.ecs.EntityID, 1);
styles[0] = game.state.style1;
try text_mod.set(new_entity, .text, text2);
try text_mod.set(new_entity, .style, styles);
game.state.texts += 1; game.state.texts += 1;
} }

View file

@ -38,30 +38,30 @@ pub const components = struct {
/// origin (0, 0) lives at the center of the window. /// origin (0, 0) lives at the center of the window.
pub const transform = Mat4x4; pub const transform = Mat4x4;
/// Segments of text to render. /// String segments of UTF-8 encoded text to render.
pub const text = []const Segment; ///
}; /// Expected to match the length of the style component.
pub const text = []const []const u8;
pub const Segment = struct { /// The style to apply to each segment of text.
/// A string of UTF-8 encoded text. ///
string: []const u8, /// Expected to match the length of the text component.
pub const style = []const mach.ecs.EntityID;
/// Which style this text should use. /// Style component: desired font to render text with.
style: *const Style, pub const font_name = []const u8; // TODO: ship a default font
};
pub const Style = struct { /// Style component: font size in pixels
/// The desired font to render text with. pub const font_size = f32; // e.g. 12 * mach.gfx.px_per_pt // 12pt
font_name: []const u8, // TODO: ship a default font
/// Font size in pixels. /// Style component: font weight
font_size: f32 = 12 * mach.gfx.px_per_pt, // 12pt pub const font_weight = u16; // e.g. mach.gfx.font_weight_normal
font_weight: u16 = mach.gfx.font_weight_normal, /// Style component: italic text
pub const italic = bool; // e.g. false
italic: bool = false, /// Style component: fill color
pub const color = Vec4; // e.g. vec4(0, 0, 0, 1.0),
color: Vec4 = vec4(0, 0, 0, 1.0),
}; };
const Uniforms = extern struct { const Uniforms = extern struct {
@ -371,11 +371,9 @@ pub const local = struct {
pipeline.num_glyphs = 0; pipeline.num_glyphs = 0;
var glyphs = std.ArrayListUnmanaged(Glyph){}; var glyphs = std.ArrayListUnmanaged(Glyph){};
var transforms_offset: usize = 0; var transforms_offset: usize = 0;
// var colors_offset: usize = 0;
var texture_update = false; var texture_update = false;
while (archetypes_iter.next()) |archetype| { while (archetypes_iter.next()) |archetype| {
const transforms = archetype.slice(.mach_gfx_text, .transform); const transforms = archetype.slice(.mach_gfx_text, .transform);
// var colors = archetype.slice(.mach_gfx_text, .color);
// TODO: confirm the lifetime of these slices is OK for writeBuffer, how long do they need // TODO: confirm the lifetime of these slices is OK for writeBuffer, how long do they need
// to live? // to live?
@ -390,37 +388,46 @@ pub const local = struct {
// TODO: this is very expensive and shouldn't be done here, should be done only on detected // TODO: this is very expensive and shouldn't be done here, should be done only on detected
// text change. // text change.
const px_density = 2.0; const px_density = 2.0;
// var font_names = archetype.slice(.mach_gfx_text, .font_name); const segment_lists = archetype.slice(.mach_gfx_text, .text);
// var font_sizes = archetype.slice(.mach_gfx_text, .font_size); const style_lists = archetype.slice(.mach_gfx_text, .style);
const texts = archetype.slice(.mach_gfx_text, .text); for (segment_lists, style_lists) |segments, styles| {
for (texts) |text| {
var origin_x: f32 = 0.0; var origin_x: f32 = 0.0;
var origin_y: f32 = 0.0; var origin_y: f32 = 0.0;
for (text) |segment| { for (segments, styles) |segment, style| {
// Load a font // Load a font
// TODO: resolve font by name, not hard-code const font_name = engine.entities.getComponent(style, .mach_gfx_text, .font_name).?;
_ = font_name; // TODO: actually use font name
const font_bytes = @import("font-assets").fira_sans_regular_ttf; const font_bytes = @import("font-assets").fira_sans_regular_ttf;
var font = try gfx.Font.initBytes(font_bytes); var font = try gfx.Font.initBytes(font_bytes);
defer font.deinit(engine.allocator); defer font.deinit(engine.allocator);
const font_size = engine.entities.getComponent(style, .mach_gfx_text, .font_size).?;
const font_weight = engine.entities.getComponent(style, .mach_gfx_text, .font_weight);
const italic = engine.entities.getComponent(style, .mach_gfx_text, .italic);
const color = engine.entities.getComponent(style, .mach_gfx_text, .color);
// TODO: actually apply these
_ = font_weight;
_ = italic;
_ = color;
// Create a text shaper // Create a text shaper
var run = try gfx.TextRun.init(); var run = try gfx.TextRun.init();
run.font_size_px = segment.style.font_size; run.font_size_px = font_size;
run.px_density = 2; // TODO run.px_density = 2; // TODO
defer run.deinit(); defer run.deinit();
run.addText(segment.string); run.addText(segment);
try font.shape(&run); try font.shape(&run);
while (run.next()) |glyph| { while (run.next()) |glyph| {
const codepoint = segment.string[glyph.cluster]; const codepoint = segment[glyph.cluster];
// TODO: use flags(?) to detect newline, or at least something more reliable? // TODO: use flags(?) to detect newline, or at least something more reliable?
if (codepoint != '\n') { if (codepoint != '\n') {
const region = try pipeline.regions.getOrPut(engine.allocator, .{ const region = try pipeline.regions.getOrPut(engine.allocator, .{
.index = glyph.glyph_index, .index = glyph.glyph_index,
.size = @bitCast(segment.style.font_size), .size = @bitCast(font_size),
}); });
if (!region.found_existing) { if (!region.found_existing) {
const rendered_glyph = try font.render(engine.allocator, glyph.glyph_index, .{ const rendered_glyph = try font.render(engine.allocator, glyph.glyph_index, .{
@ -466,7 +473,7 @@ pub const local = struct {
if (codepoint == '\n') { if (codepoint == '\n') {
origin_x = 0; origin_x = 0;
origin_y -= segment.style.font_size; origin_y -= font_size;
} else { } else {
origin_x += glyph.advance.x(); origin_x += glyph.advance.x();
} }